A friend of mine for her MA thesis last year proposed the
idea of nostalgia and its relationship to a national memory that is potentially
gendered. Although her project mostly examined Canadian legal documents on
immigration policies etc, I think her idea of nostalgia correlates particularly
well with Jaakko Suominen’s “The Past as the Future? Nostalgia and Retrogaming
in Digital Culture”. Suominen makes the connection between digital cultural
production to nostalgic sensibility, which made me think of the cultural
implications of retrofitting classic (video) games in our day in age. To clarify,
I think that the reappropriation and redistribution of games like Space
invaders, Super Mario etc invokes national sentiments, particularly of Japan’s
emergence on the global stage, which was achieved partially through the game
industry market. The repackaging of retrogames (speaking specifically of
Japanese games here) may be seen as a gesture to appease cultural anxieties
about the declining interest and investment in Japanese game products as
discussed in last week’s reading? Moreover, in what ways can we consider
retrogames, or even contemporary games as promoting or invoking a nostalgia
that is gendered? Say in sengoku jidai
games, for example? Or perhaps questions of gender and nostalgia are superfluous?
In relation to Newman’s readings on narrative and space, I am
intrigued by his idea of gaming as a bodily experience. He writes, “videogame
spaces are experienced viscerally with the whole body. The exploration of
videogame space is a kinaesthetic pleasure” (122). Video games as he describes,
or so I have interpreted, are extensions of our own living space and reality. That
in embodying technology we are able to transcend from one reality to another…kind
of like cyborgs. This idea of blurring "real" and virtual space needs further interrogation, I realise, and perhaps I may return to it...
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