When the videogames wrote the Holocaust: Analysing "Wolfenstein: The New Order" (Machinegames, 2014)

  • Aarón Rodríguez Serrano Universidad Europea de Valencia
Keywords: Holocaust, Videogames, Wolfenstein, The new order, Textual Analyse

Abstract

Our paper tries to propose an analyse of Wolfenstein: The new order (Machinegames, 2004), the first videogame who shows explicitly several representations of the Holocaust. We will evaluate critically the different elements who create meaning in an aesthetical level (visual construction, narrative aspects) and an ethical level (possibilities and limits of the Holocaust´s representations). Methodology: We will use a mixed methodology based on the formal and narrative levels, adapting the classical theories about the representation of the Holocaust into the videogames ´code. Results: The work will be pioneering not only for the newness of the object of study, but for the adaptation to the classical analytical tools about the Holocaust in a polemic and new format, never used before with those intentions.

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Published
2014-11-19
How to Cite
Rodríguez Serrano A. (2014). When the videogames wrote the Holocaust: Analysing "Wolfenstein: The New Order" (Machinegames, 2014). Historia y Comunicación Social, 19, 193-207. https://doi.org/10.5209/rev_HICS.2014.v19.47292