2016
DOI: 10.1080/13642529.2016.1256625
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Reflections of history: representations of the Second World War inValkyria Chronicles

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Cited by 7 publications
(8 citation statements)
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References 17 publications
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“…This definition aligns with that presented in the historical fiction and video game literature (Koski, 2017; Salvati & Bullinger, 2013)…”
Section: Discussionsupporting
confidence: 79%
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“…This definition aligns with that presented in the historical fiction and video game literature (Koski, 2017; Salvati & Bullinger, 2013)…”
Section: Discussionsupporting
confidence: 79%
“…There have been few explicit examinations of historical authenticity in video games other than Koski’s (2017) examination of Valkyria Chronicles . Although the game is set in a fantasy world, it uses explicit allusions and metaphors to Europe during World War II in both its narrative and gameplay elements.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Whether there is any merit in these arguments or not, it is still the case that outside of academia historical phenomena are already being treated like any other piece of media and faces similar issues as other media, like for example branding. 11 With things like the WW2 brand emerging and being taken on by the general public (Koski 2017;Salvati and Bullinger 2013) the power of transmedia expansion of historical representations should not be taken lightly.…”
Section: History As Transmediamentioning
confidence: 99%
“…Shifting to the position of the counterfactual in digital representations/enactments of history, Johannes Koski (2017) points out in his work on Valkyria Chronicles, a counterfactual historical game about the Second World War, that one of the critical benefits of the counterfactual is that it lays open to the player many of the questions regarding the ideological underpinnings that motivate historical making: "Valkyria Chronicles is about history-in-the-making, about the transformation of events into history, and about how they are retold to those who come after the events transpired. The player gets to see in some limited ways the subjectivity of history at play; how the choices we make end up affecting what gets written down" (p. 409).…”
Section: The Counterfactual In History and Digital Historical Gamesmentioning
confidence: 99%