Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4
Type de ressource
Article de revue
Auteur/contributeur
- Mukherjee, Souvik (Auteur)
Titre
Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4
Résumé
Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.
Publication
Games and Culture
Volume
0
Pages
1-22
Date
20 avril 2021
Abrév. de revue
Games and Culture
Langue
Anglais
ISSN
1555-4120
Titre abrégé
Crab-Rangoons in Kyrat
Consulté le
03/06/2021 14:42
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Mukherjee, S. (2021). Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4. Games and Culture, 0, 1‑22. https://doi.org/10.1177/15554120211005240
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2. Auteur.rice.s et créateur.rice.s
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