THE TEMPORAL DIMENSION OF THE MEDIEVAL IN DIGITAL VISUAL CULTURE AND VIDEO GAMES: THE CASE OF GHOST OF TSUSHIMA
DOI:
https://doi.org/10.1344/fh.2024.34.1-2.135-151Keywords:
digital visual culture, video games, reception, Middle Age, timeAbstract
Digital visual culture, such as video games, and the devices that develop, distribute, and execute it are created within a specific context that not only imbues them with a way of seeing and thinking about the present time but also about the past. The reception and consumption of these works of digital visual culture often serve as vehicles for specific historical consciousness. In this article, we will try to answer the question: Do the hegemonic means of digital visual culture carry a specific consciousness of the Middle Ages? And if so, what are its causes and consequences? Drawing on the works of Sergio Martínez Luna, Juan Martín Prada, and José Luis Brea to examine contemporary visual culture; reflections on our historical consciousness developed by François Hartog, Hans Ulrich Gumbrecht, and Hartmut Rosa; and our own research accumulated during our investigative journey, we will attempt to provide an adequate response to the question posed.