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Games and Culture
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Fighting Hyperreality With Hyperreality

History and Death in World War II Digital Games

Eva Kingsepp

Stockholm University

To describe the virtual worlds of digital games as hyperreal and simulacra has become almost a cliché. The perfect copy without an original, complete and even flowing over with signs adding to its real appearance but simultaneously disguising a basic loss of referentials—many of the games can be looked on as substitutes for the real world (if there is such a thing). In this article, I use World War II digital games as examples of hyperrealities, using some of Baudrillard's thoughts on hyperreality and simulacra, on our relation to history and on what he considers to be a fundamental longing for reality that has been lost to us in (post)modern Western society.

Key Words: hyperreal • simulacra • history • myth • utopia • carnivalesque

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Games and Culture, Vol. 2, No. 4, 366-375 (2007)
DOI: 10.1177/1555412007309533


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This Article
Right arrow Abstract Freely available
Right arrow Free Full Text (Free PDF) Free
Right arrow Alert me when this article is cited
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Services
Right arrow Email this article to a friend
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Citing Articles
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 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?