Playing with the symbolism of the Holocaust. The series of computer games "Wolfenstein" as a case study of digital representations of the Holocaust Cover Image

Igraszki z symboliką Zagłady. Seria gier komputerowych „Wolfenstein” jako studium przypadku cyfrowych reprezentacji Zagłady
Playing with the symbolism of the Holocaust. The series of computer games "Wolfenstein" as a case study of digital representations of the Holocaust

Author(s): Johannes Breit, Lukas Meissel
Subject(s): Military history, Studies in violence and power, Fascism, Nazism and WW II, History of the Holocaust, ICT Information and Communications Technologies
Published by: Stowarzyszenie Centrum Badań nad Zagładą Żydów & IFiS PAN
Keywords: Holocaust studies; Holocaust education; video games; visual history; digital memory;

Summary/Abstract: Digital games are the world’s most popular and profitable form of entertainment, accounting for 116 billion dollars in yearly revenue and 2.3 billion people playing in 2018. Games taking place during the Second World War and/or involving Nazis constitute a well-established subgenre within this digital game culture. Given this background, comparatively little attention has been paid to the representation of Nazis in the medium and how this portrayal affects popular imaginations of Nazism and its crimes. This paper aims to investigate these questions and discuss the impact of games set in WW2 on Holocaust memory using the example of the Wolfenstein Game series.

  • Issue Year: 2021
  • Issue No: 17
  • Page Range: 327-355
  • Page Count: 29
  • Language: Polish