Eva Kingsepp

Eva Kingsepp

Independent researcher, author, lecturer

About

30
Publications
2,785
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98
Citations

Publications

Publications (30)
Article
Full-text available
Hitler’s Monsters does indeed present a supernatural history of the Third Reich, as it has more in common with the literary genre of magical realism than with conventional history writing. A benevolent reading might interpret its numerous flaws as unfortunate errors that ought to have been detected by the reviewers and the responsible editor(s), bu...
Article
To describe the virtual worlds of digital games as hyperreal and simulacra has become almost a cliché. The perfect copy without an original, complete and even flowing over with signs adding to its real appearance but simultaneously disguising a basic loss of referentials—many of the games can be looked on as substitutes for the real world (if there...
Article
In this article I examine the potential feeling of time travel – historical immersion – in the World War II games Medal of Honor: Underground, Medal of Honor: Frontline, Wolfenstein 3D and Return to Castle Wolfenstein. To accomplish this, I make a semiotic analysis of visual and auditorysigns based upon the three categories of space, time, and soun...
Chapter
Paranormal phenomena and the occult are today common in mainstream Western popular culture, which is in several countries also reflected in national tourism. This is not really the case in Sweden, whose official self-image is built on modernity, secularism, and rationalism. Still, on a folk level there are signs of what is often called the post-sec...
Article
Full-text available
This article presents an action-research study investigating a spatially sensitive innovation process of place-based experiences in a rural area of Sweden. Lately, there have been a growing number of initiatives focused on developing location-aware mobile media – geomedia technologies – to offer place-based digital experiences within tourism. Drawi...
Chapter
Bloomsbury History: Theory and Method
Article
Full-text available
The article addresses the function of (post)colonial nostalgia in a context of multidirectional memory (Rothberg 2009) in contemporary Europe. How can different cultural memories of the Second Word War be put into respectful dialogue with each other? The text is based on a contrapuntal reading (Said 1994) of British and Egyptian popular narratives,...
Preprint
Full-text available
The article addresses the function of (post)colonial nostalgia in a context of multidirectional memory (Rothberg 2009) in contemporary Europe. How can different cultural memories of the Second Word War be put into respectful dialogue with each other? The text is based on a contrapuntal reading (Said 1994) of British and Egyptian popular narratives,...
Chapter
This collection provides readers with a comprehensive overview of postwar representations of Nazism in popular culture, documenting and critiquing their enormous impact and importance. From Charlie Chaplin's The Great Dictator to the depiction of Nazis in the Raiders of the Lost Ark to other various literature, comic books, video games, television...
Chapter
Full-text available
Öffentlich kaum wahrgenommen schreitet die Veralltäglichung des Militärischen und des Krieges voran. Der Begriff »Banal Militarism« lenkt die Aufmerksamkeit auf unspektakuläre Prozesse, die von den AutorInnen des Bandes anhand historischer wie aktueller Beispiele der Repräsentation, der Inszenierung und Aneignung des Militärischen in Literatur, The...
Article
This essay is based on a reception study I have made of four Swedish men who all but one have World War II/Nazi Germany as their greatest interest. Using Fiske's concept of "shadow cultural economy" I examine what turned out to be a form of fan community around WWII. Two of these men are into WWII role-play and strategy games, meeting with other "N...
Conference Paper
Full-text available
ABSTRACT “Authenticity” is an issue central to Steven Spielberg in his re-creations of World War II. But while the films are (hyper)realisticalso in their representation of death, this is not the case in the videogames. Does this suggest anything about contemporary ,society’s view of killing, dying and death? In my paper I study death and ethics in...

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