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EN
The study focuses on the question of the mediatized constitution of subject and subjectivity, which, surprisingly, has received little attention so far. The analytical reference to the mediatization approach enables a holistic understanding of subject, communication and media. Using the empirical example of the media (sub)culture of retro games, this article empirically examines the extent to which computer gamers are influenced by the spaces of experiences of games, not only in the moment of playing them, but also in the long term, with regard to their personal development and social community. The findings illustrate two dimensions of subjectivation processes: on the one hand, the reflective handling of computer games and thus subjectivation through games and game contexts, on the other hand, the nostalgic recollection of specific games and game contexts, which can be clearly separated analytically from the first dimension.
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2021
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vol. 4
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issue 2
62-77
EN
This study applies concepts of restorative and reflective nostalgia to ‘remake’ titles for eighth-generation consoles (here, PlayStation and PlayStation 2 titles remade for the PlayStation 4). Retro-game scholarship has considered 8 and 16-bit titles and fan practices through the concept of nostalgia since the mid-2000s. However, increasingly AAA game publishers have begun to remake and remaster more recent games. Given the potential for nostalgia to be either an oppressive or resistive set of interactions between object-game and subject-player, this paper analyses how restorative and reflective nostalgia is manifested throughout the narrative and gameplay mechanics of Yakuza Kiwami and Final Fantasy VII Remake, alongside players’ and digital game journalists reactions to the titles. This study utilizes a qualitative analysis of the remade titles, user comments from the E3 trailers posted to YouTube for each game, and digital game popular press articles to approach nostalgic reactions. Ultimately, the potential for both modes of nostalgia coexist as each of these titles are consumed and exist alongside other consumer goods.
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