Playing with the Past: Computer Games as a Tool for Historical Memory Transformation of the Events of the World War II
I.V. Griban, O.N. Griban
Available Online 13 May 2020.
- https://doi.org/10.2991/assehr.k.200509.043How to use a DOI?
- historical memory, World War II, a computer game, representation of the past, the image of the past, memorialization, game studies
- In the modern conditions of the politicization of history, when real “memory wars” often unfold around interpretations of historical events, computer games are not just a means of entertainment, but also have a significant impact on the process of formation and transformation of images of the past. One of the most popular historical storylines for the creators of computer games was and still remains the Second World War. Game developers offer users their own version of events, which does not always coincide with the real one, providing an opportunity not only to become a participant in key battles of the Second World War, but also to change the course of history and influence the outcome of the battle. “Games of the past” to a greater extent attract representatives of young people who spend a significant part of their free time behind a computer screen and with mobile devices. The article analyzes the features of the representation of the past in computer games, the plot of which is associated with the events of the Second World War.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - I.V. Griban AU - O.N. Griban PY - 2020 DA - 2020/05/13 TI - Playing with the Past: Computer Games as a Tool for Historical Memory Transformation of the Events of the World War II BT - International Scientific Conference “Digitalization of Education: History, Trends and Prospects” (DETP 2020) PB - Atlantis Press SP - 232 EP - 237 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200509.043 DO - https://doi.org/10.2991/assehr.k.200509.043 ID - Griban2020 ER -