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Volume 4, No. 2Digital America

Published June 30, 2023

Issue description

Edited by Michael Fuchs and Stefan Rabitsch, this issue presents a selection of articles based on the 2021 conference of the Austrian Association for American Studies: two articles discuss how cinema has responded to various dimensions of the "digital turn" and three articles explore videogames.

Full Issue

Special Issue Introduction

  1. Digital America: Introduction

    This introduction to the special issue "Digital America" sketches some of the ways in which "the digital" has influenced both American culture and American studies scholarship before summarizing the contributions to this issue.

Special Issue Articles

  1. Semiospheric Borders and the Erasure of Latinx Subjectivity in Culture Shock and Sleep Dealer

    Recreating the problematic relationship between the U.S. government and the influx of migrant laborers, films Sleep Dealer (2008) and Culture Shock (2019) both reflect a state of exception existing on the U.S.–Mexico border. In both films, the border is represented as a peripheral locus where the migrant subject is emptied of humanity and political subjectivity, in thrall to the panopticon embodied by the American immigration and border enforcement system. In their real world, the migrant protagonists are denied an access to the central, culturally dominant space; instead, they are offered a virtual realm, a digital access that is subordinated to the level of legitimacy they achieve. The blurring between the organic and the cybernetic contributes to shape a dehumanized borderland realm, at the service of a nativist state power that tries to obliterate the presence of migrants despite their fundamental role in the U.S. capitalist economy. However, the cyborg subject embodies the possibility of resistance to that same power. Relying on their humanity, and yet through the projected digital versions of themselves, the protagonists can eventually counter the dominant order—albeit mostly to an individual extent. Drawing on the relatively extensive academic literature on Sleep Dealer, this analysis highlights similarities and differences between the two films, focusing in particular on Culture Shock and how its virtual reality device allows an expansion on the topics of forced assimilation and erasure of Latinx subjectivity.

  2. Videogames in Horror Movies: Remediation, Metalepsis, Interface Effects, and Fear of the Digital

    This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022). By exploring the interactions between videogame worlds and "reality," these movies do not simply project anxieties onto digital games, but rather reflect on media-specific affordances of videogames, inquire into discourses surrounding videogames, and explore game cultures. I am particularly interested in the strategies and aesthetics of remediating videogames in the horror films and the conceptualizations of videogames and game cultures thus produced, as well as the larger cultural fears and anxieties (and hopes and dreams) that these representations evoke.

  3. A Genealogy of Power: The Portrayal of the US in Cold War-Themed Videogames

    This article analyzes the relationship between power, knowledge, and an idea of American Exceptionalism in Cold War-themed videogames. The article focuses on three perspectives. The first section engages with how knowledge is positioned in videogames and what role it plays for shifting power dynamics. Next, it looks at the relationship between notable historio-political events—such as Ronald Reagan's 1983 "Evil Empire" speech and the United States' proposed Strategic Defense Initiative—and videogames to determine how historical knowledge is impacted when it is remediated in games. The third part of this article discusses how Cold War-themed videogames focusing on the US-American perspective embellish a hero who epitomizes and performs American Exceptionalism by establishing a notion of (moral) power that lies with the West. By connecting these three dimensions of knowledge and power in Cold War-themed videogames released between the 1980s and the present, this article suggests that videogames alter players' perception of Cold War ideologies by associating the US with victory while vilifying the USSR and depicting Soviets as the losers in this conflict.

  4. Working-Class Labor in Postapocalyptic America: Affect, Politics, and the 'Forgotten Man' in Death Stranding

    This article examines Hideo Kojima's 2019 Death Stranding as a postapocalyptic video game intent on evoking a particular kind of "Americanness." I analyze the game for its textual and cultural politics, arguing that it reconstructs a vision of the United States that is not just built on older myths like that of westward expansion and rugged individualism but that also evokes a more contemporary trope of the "forgotten man." In my reading, Death Stranding champions not just any person as the potential savior of America but it specifically marks its protagonist as a white working-class male, suggesting that this is the kind of person—and the kind of labor that he allegedly performs best—needed to bring the US back together. I trace this argument by examining how the game's visuals, narrative, and gameplay intersect in depicting a postapocalyptic America that evokes the western genre, in affectively guiding its players to feel for the game's protagonist as a "forgotten man," and in how the gameplay's embrace of working-class labor leads to a ludo-affective dissonance that complicates Death Stranding's political project.

  5. Staying Human in the Post-Apocalypse: The Frontiers of Individualism in The Last of Us and Its Sequel

    Naughty Dog's video games The Last of Us (2013) and The Last of Us Part II (2020) stage a complex tale of human drama in post-apocalyptic settings, retrieving several features of the Frontier myth. In this essay, I argue that the characters' narrative arc is a post-apocalyptic, American Frontier tale in which the individual and collective levels clash (as they often do in such stories), generating moral challenges for the characters and, in turn, for the player controlling them. Thus, I set out to analyze how TLOU draws on and subverts some of the traditional tropes and characters belonging to the classic American Frontier tradition, investigating a number of issues related to individualism, collectivism, violence, and selfishness.