Abstract
In the last decade, the maturation of the first generation of gamers has underpinned growing discussion of nostalgia for and in videogames. This article considers how the search for a connection to our past can be satisfied through consumption of the richly remediated memories represented in nostalgic videogames. Far Cry 3: Blood Dragon and Gone Home are analyzed framed by Baudrillard’s theories of consumer objects and simulation. These videogames make extensive use of 1980s and 1990s cultural referents. In particular, they embed references to media (such as music, film, and television) that epitomize memories of these periods. The aim of the article is to discuss the ways in which the videogames commodify nostalgia to fulfill a consumer need for retrospection, and to examine the extent to which they provide a simulation of cultural memory that blurs historical reality with period modes of representation.
Original language | English |
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Pages (from-to) | 525-550 |
Number of pages | 26 |
Journal | Games and Culture |
Volume | 10 |
Issue number | 6 |
Early online date | 31 Dec 2014 |
DOIs | |
Publication status | Published - 1 Nov 2015 |
Keywords
- Hyperreality
- Memory
- Nostalgia
- Remediation
- Videogames