South Korean videogame narratives: exploring historical trauma through interactive memory
Article Sidebar
Google Scholar citations
Main Article Content
In contemporary times, video games have evolved from mere entertainment to forms of artistic expression, prompting increased academic scrutiny of their narratives and cultural significance. South Korea has emerged as a global hub for competitive e-sports, particularly within its vibrant Internet Café (PC Bang) culture; yet, the recognition of its video game industry’s significance, especially in the mobile sector, has only recently come to light.
This research explores the interplay of hegemony and memory in East Asian video games. It examines how the dominance of the United States and Japan shapes the narratives and tropes found in triple-A titles. Additionally, it investigates how the economic rise of countries like South Korea empowers them to challenge prevailing discourses, especially regarding historical events such as the Japanese Colonial Rule.
It analyses contemporary Korean independent video games that engage with painful national memories, examining how these games convey historical narratives and their significance in shaping collective memory. Additionally, the study explores the potential impact of these narratives on users, offering insights into the evolving landscape of video games as potential carriers of historical memory.
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
(c) Álvaro Trigo Maldonado, 2024
Copyright
For all articles published in Artnodes that are subject to a Creative Commons Attribution 4.0 International licence, copyright is retained by the author(s). The complete text the license can be consulted at http://creativecommons.org/licenses/by/4.0/. You may copy, distribute, transmit and adapt the work, provided you attribute it (authorship, journal name, publisher) in the manner specified by the author(s) or licensor(s).
Authors are responsible for obtaining the necessary licences for the images that are subject to copyright.
Assignment of intellectual property rights
The author non exclusively transfers the rights to use (reproduce, distribute, publicly broadcast or transform) and market the work, in full or part, to the journal’s editors in all present and future formats and modalities, in all languages, for the lifetime of the work and worldwide.
I hereby declare that I am the original author of the work. The editors shall thus not be held responsible for any obligation or legal action that may derive from the work submitted in terms of violation of third parties’ rights, whether intellectual property, trade secret or any other right.
Álvaro Trigo Maldonado, University of Salamanca
Assistant Professor of Korean Studies at the Department of Modern Philology at the University of Salamanca. After graduating in Philology, he completed a master’s degree in East Asian Studies at the same institution and in 2015 he graduated from the master’s degree in Korean history and culture at the Academy of Korean Studies (Seongnam). He obtained his PhD from the University of Salamanca with a thesis on modern Korean literature. In 2017, he won the award for new translators convened by the Literary Translation Institute of Korea (LTI) after spending two years at said institution specializing in Korean-Spanish literary translation. Since then, he has translated novels by authors such as Kim Kyeong-uk, Chang Kang-myoung, O Jeonghui, Kim Aeran and Kim Hoon, among others. In 2024 he was awarded the Daesan Literary Prize for his Spanish translation of Chung Bora’s Cursed Bunny. His main research interests lie in Korean literature and history, as well as their intersections with contemporary culture.
Ahn, Ji-Hyun. “Inter-Asia Media/Cultural Studies in the Era of Hate”. The Routledge Handbook of Digital Media and Globalization. (Routledge, 2021), 120-128. DOI: https://doi.org/10.4324/9780367816742-15
Berenskötter, Felix. Memory, identity and its politics. In: Mälksoo, Maria (ed.). Handbook on the Politics of Memory. (Edward Elgar Publishing, 2023), 18-30. DOI: https://doi.org/10.4337/9781800372535.00008
Berndt, Jaqueline. “‘Comfort Women’ Comics, Multi-faceted. Revisiting the 2014 Manhwa Exhibit in Angoulême from the Perspective of Manga Studies”. Orientaliska Studier, no. 147, (2016): 143-169. https://usercontent.one/wp/www.jberndt.net/wp-content/uploads/2020/01/JB-Comfort-Women-Comics-Multifaceted-Revisiting-the-2014-Manhwa-Exhibit-in-Angouleme-from-the-Perspective-of-Manga-Studies.pdf
Chapman, Adam. Digital Games as History. How Videogames Represent the Past and Offer Access to Historical Practice. Routledge, 2016. DOI: https://doi.org/10.4324/9781315732060
Chen, Laichin. “The Rise of the East Asian Gaming Industry: A Value-Added Chain Among the East Asian Game Companies During 2000–2010”. Global Media and China, vol. 7, no. 1, (2022): 24-42. DOI: https://doi.org/10.1177/20594364221074422
Cosdots (ed.). “Unfold Camelia Tales. Developer Interview”. YouTube, (2020). https://www.youtube.com/watch?v=wcH4qUHBO70&list=PLAJ1J_PNJ0sCn3CFNY8h5hJMkhkqyqNY_&index=1. [Accessed: April, 2024].
Cumings, Bruce. Korea’s Place in the Sun. A modern History. W.W. Norton & Company, 2005.
Ha, Serin. “Wednesday: A game where a Comfortwomen grandma goes back to the past to rescue her friends has been released”. (Original title: 웬즈데이: 위안부 할머니가 과거로 돌아가 친구들을 구출하는 게임이 나왔다). BBC News, (2020). https://www.bbc.com/korean/news-55140117
Hartman, Abbie; Rowan Tulloch and Helen Young. “Video Games as Public History. Archives, Emphaty and Affinity”. Game Studies. The International Jorunal of Computer Game Research. Game Studies Foundation, vol. 21, no. 4, (2021).
Jin, Dal Yong. “Historiography of Korean Esports. Perspectives on Spectatorship”. International Journal of Communication, no. 14, (2020): 3727-3745.
Jo, Dongwon. “Bursting Circuit Boards: Infrastructures and Technical Practices of Copying in Early Korean Video Game Industry”. The International Journal of Computer Game Research, vol. 20, no. 2, (2020). https://gamestudies.org/2002/articles/jo. [Accessed: July 2024].
Jo, Dongwon. “Copied, Used, and Modified The Heterodox Circulations of Arcade Video Games through the Cheonggyecheon Electronics Market in 1990s Seoul”. ROMchip. A Journal of Game Histories, vol. 5, no. 1, (2023). https://www.romchip.org/index.php/romchip-journal/article/view/181. [Accessed: July 2024].
Kang, Seok-o; Kim A-ram. “Neowiz: Lies of P Opens a New Chapter in Korean Games History”. Businesskorea, (2022). https://www.businesskorea.co.kr/news/articleView.html?idxno=99866. [Accessed: January 2024].
Kim, Boram. “Cancellation of ‘Joseon Exorcist’ affects upcoming period TV series”. Yonhap News, (2021). https://en.yna.co.kr/view/AEN20210329006700315. [Accessed: January 2024].
Kim, Brandt. Kingdom of Beauty. Mingei and the Politics of Folk in Imperial Japan. Duke University Press, 2007). DOI: https://doi.org/10.1215/9780822389545
Kim, Sonja M. “Women, gender, and social change in colonial Korea”. In: Seth, Michael J. (ed.). Routledge Handbook of Modern Korean History. (Routledge, 2016), 141-152.
Kim, Sandra So Hee Chi. “Korean ‘Han’ and the Postcolonial Afterlives of ‘The beauty of Sorrow’. Korean Studies, vol. 41. (University of Hawaii Press, 2017), 253-279. DOI: https://doi.org/10.1353/ks.2017.0026
Lee, Jaeo. “‘WEDNESDAY’, based on the comfort women issue, ultimately halts Steam sales amid controversy”. (Original title: 위안부 소재 웬즈데이, 논란 속에 결국 스팀 판매 중단). Gamemeca, (2022). https://www.gamemeca.com/view.php?gid=1684689#. [Accessed: January, 2024]
Liao, Shanon. “A Taiwanese horror game that angered Chinese players returns. Can it move past its unintended politics?”. The Washington Post, (2021, July 5). https://www.washingtonpost.com/video-games/2021/07/05/devotion-rerelease-taiwan-china/. [Accessed: January 2024].
Nelkin, Sara. “South Korean Government requests exhibit; Japanese government responds, issues pamphlets”. Animenetwork, (2014). https://www.animenewsnetwork.com/news/2014-01-31/france-angouleme-comics-festival-displays-comfort-women-manhwa. [Accessed: January, 2024].
Tamburro, Paul. “Commandos 2 HD Remaster review-bombed after censoring Nazi imagery”. Gamerevolution, (2020). https://www.gamerevolution.com/news/630202-commandos-2-hd-remaster-nazi-imagery-censorship-review-bombed. [Accessed: January, 2024].
Traverso, Enzo. El pasado, instrucciones de uso. Tr. by Lucía Vogelfang. Prometeo, 2011.
Venegas Ramos, Alberto. Pasado interactivo. Memoria e historia en el videojuego. Sans Soleil, 2020.
Yang, Jeong-Sim. “The Jeju 4.3 Uprising and the United States: Remembering Responsibility for the Massacre”. S/N Korean Humanities, vol. 4, no. 2, (2018): 39-65. DOI: https://doi.org/10.17783/IHU.2018.4.2.39
Videogames analyzed:
MazM (2023). Pechka. [Release date: 13 July 2023].
Busan Sanai Games (2021). Wonhon. A vengeful Spirit. [Release date: 15 July 2021].
Cosdots (2021). Unfolded Camelia Tales. [Release date: 24 March 2021].
Similar Articles
- Thomas Elsaesser, Media Archaeology: a viable discipline or a valuable symptom? , Artnodes: No. 21: (June 2018). NODE 21. Media Archaeology (Editors: Pau Alsina, Ana Rodríguez, Vanina Hofman)
- Ivan Flores Arancibia, Begonya Saez Tajafuerce, The trauma of the inert. Notes for a new parasitology , Artnodes: No. 27: (January 2021). Node 27. Arts in the Time of Pandemic (Guest Editors: Laura Benítez & Erich Berger)
- Erkki Huhtamo, Slots of Fun, Slots of Trouble , Artnodes: No. 7: (December 2007). NODE 7. Gameplay (Editor: Pau Alsina)
- Slavko Kacunko, Big Bacteria for Micro-Humans. Bacteria as an archeological - ecological nexus for an integrative form of health and heritage research , Artnodes: No. 16: (November 2015). NODE 16. Art Matters II (Editor: Ana Rodríguez Granell)
- Rene G. Cepeda, Making a Manual: The Manual for the Curation and Display of Interactive New Media Art , Artnodes: No. 31: (January 2023). NODE 31. Possibles II (Editors: Pau Alsina & Andrés Burbano)
- Pedro Luengo, Javier Luengo, Photogrammetry and light analysis. Interactions in the study of Baroque architecture , Artnodes: No. 23: (January 2019). NODE 23. Media Archaeology II / Digital Humanities II (Editor: Ana Rodriguez Granell)
- Sonia Dueñas Mohedas, Natalia Martínez Pérez, Bárbara Sarmentera, Media Artivism and gender subversion in South Korea: Siren Eun Young Jung’s “technology of the imagination” , Artnodes: No. 33: (January 2024). NODE 33. Media Artivism: On the Archaeology and History of Digital Culture for Social Change (Guest Editors: Carolina Fernández-Castrillo & Diego Mantoan)
- Pedro Ortuño-Mengual, Gloria Lapeña-Gallego, Walls as documents for remembering in the face of censorship. Case study: The Des/Aparicions project by Antoni Muntadas , Artnodes: No. 23: (January 2019). NODE 23. Media Archaeology II / Digital Humanities II (Editor: Ana Rodriguez Granell)
- Emillie V de Keulenaar, Marc Tuters, Ivan Kisjes, Kaspar Beelen, On Altpedias: partisan epistemics in the encyclopaedias of alternative facts , Artnodes: No. 24: (July 2019). NODE 24. After post-truth (Editor.: Jorge Luis Marzo)
- Juan Pablo Fernández-Cortés, Opera and virtual violence in fictional gaming worlds , Artnodes: No. 31: (January 2023). NODE 31. Possibles II (Editors: Pau Alsina & Andrés Burbano)
You may also start an advanced similarity search for this article.