File Download
Supplementary

postgraduate thesis: Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games

TitleValkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games
Authors
Issue Date2024
PublisherThe University of Hong Kong (Pokfulam, Hong Kong)
Citation
Zhang, B. [張博言]. (2024). Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR.
AbstractThis study examines the video game Valkyria Chronicles 4, as a significant text for exploring the intersection of historical memory, cultural trauma, and counterfactual storytelling in contemporary Japan. Through a close analysis of VC4’s narrative strategies and character representations, the research investigates how the game engages with and reinterprets Japan’s wartime past, particularly the Pacific theater of World War II. The study argues that VC4 employs counterfactual storytelling and selective authenticity to create a “safe distance” for Japanese players to confront difficult aspects of their national history. By reimagining events such as the use of atomic weapons, suicide attacks, and extreme nationalism within a fictional European setting, the game challenges dominant historical discourses and popular narratives prevalent in post-war Japan. The research highlights how VC4 departs from conventional Japanese narratives, offering a perspective that aligns more closely with the American collective memory and universal understanding of the war. This approach invites players to reconsider entrenched national narratives and engage with multiple viewpoints on historical events. The study concludes that while VC4’s effectiveness as a tool for historical understanding may be limited by players’ existing knowledge, it demonstrates the potential of video games to serve as a medium for exploring complex historical and cultural issues, contributing to ongoing discussions about war memory, national identity, and historical representation in contemporary Japan. Words
DegreeMaster of Arts
SubjectHistory - Errors, inventions, etc
Video games
Fantasy games
Dept/ProgramLiterary and Cultural Studies
Persistent Identifierhttp://hdl.handle.net/10722/352843

 

DC FieldValueLanguage
dc.contributor.authorZhang, Boyan-
dc.contributor.author張博言-
dc.date.accessioned2025-01-08T06:46:36Z-
dc.date.available2025-01-08T06:46:36Z-
dc.date.issued2024-
dc.identifier.citationZhang, B. [張博言]. (2024). Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR.-
dc.identifier.urihttp://hdl.handle.net/10722/352843-
dc.description.abstractThis study examines the video game Valkyria Chronicles 4, as a significant text for exploring the intersection of historical memory, cultural trauma, and counterfactual storytelling in contemporary Japan. Through a close analysis of VC4’s narrative strategies and character representations, the research investigates how the game engages with and reinterprets Japan’s wartime past, particularly the Pacific theater of World War II. The study argues that VC4 employs counterfactual storytelling and selective authenticity to create a “safe distance” for Japanese players to confront difficult aspects of their national history. By reimagining events such as the use of atomic weapons, suicide attacks, and extreme nationalism within a fictional European setting, the game challenges dominant historical discourses and popular narratives prevalent in post-war Japan. The research highlights how VC4 departs from conventional Japanese narratives, offering a perspective that aligns more closely with the American collective memory and universal understanding of the war. This approach invites players to reconsider entrenched national narratives and engage with multiple viewpoints on historical events. The study concludes that while VC4’s effectiveness as a tool for historical understanding may be limited by players’ existing knowledge, it demonstrates the potential of video games to serve as a medium for exploring complex historical and cultural issues, contributing to ongoing discussions about war memory, national identity, and historical representation in contemporary Japan. Words -
dc.languageeng-
dc.publisherThe University of Hong Kong (Pokfulam, Hong Kong)-
dc.relation.ispartofHKU Theses Online (HKUTO)-
dc.rightsThe author retains all proprietary rights, (such as patent rights) and the right to use in future works.-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subject.lcshHistory - Errors, inventions, etc-
dc.subject.lcshVideo games-
dc.subject.lcshFantasy games-
dc.titleValkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games-
dc.typePG_Thesis-
dc.description.thesisnameMaster of Arts-
dc.description.thesislevelMaster-
dc.description.thesisdisciplineLiterary and Cultural Studies-
dc.description.naturepublished_or_final_version-
dc.date.hkucongregation2024-
dc.identifier.mmsid991044892607703414-

Export via OAI-PMH Interface in XML Formats


OR


Export to Other Non-XML Formats