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postgraduate thesis: Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games
Title | Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games |
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Authors | |
Issue Date | 2024 |
Publisher | The 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. |
Abstract | This 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.
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Degree | Master of Arts |
Subject | History - Errors, inventions, etc Video games Fantasy games |
Dept/Program | Literary and Cultural Studies |
Persistent Identifier | http://hdl.handle.net/10722/352843 |
DC Field | Value | Language |
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dc.contributor.author | Zhang, Boyan | - |
dc.contributor.author | 張博言 | - |
dc.date.accessioned | 2025-01-08T06:46:36Z | - |
dc.date.available | 2025-01-08T06:46:36Z | - |
dc.date.issued | 2024 | - |
dc.identifier.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. | - |
dc.identifier.uri | http://hdl.handle.net/10722/352843 | - |
dc.description.abstract | This 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.language | eng | - |
dc.publisher | The University of Hong Kong (Pokfulam, Hong Kong) | - |
dc.relation.ispartof | HKU Theses Online (HKUTO) | - |
dc.rights | The author retains all proprietary rights, (such as patent rights) and the right to use in future works. | - |
dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
dc.subject.lcsh | History - Errors, inventions, etc | - |
dc.subject.lcsh | Video games | - |
dc.subject.lcsh | Fantasy games | - |
dc.title | Valkyria chronicles 4 : counterfactual narratives, memory-making, and pseudo-history in video games | - |
dc.type | PG_Thesis | - |
dc.description.thesisname | Master of Arts | - |
dc.description.thesislevel | Master | - |
dc.description.thesisdiscipline | Literary and Cultural Studies | - |
dc.description.nature | published_or_final_version | - |
dc.date.hkucongregation | 2024 | - |
dc.identifier.mmsid | 991044892607703414 | - |