Videogames based on historic wars have tended to focus on depictions of the combat and violence experienced by soldiers. This has led to a climate where non-combat casualties have been ignored and marginalized within the traditional narrative framework of war games. As a result, both women and children have been largely underrepresented in war games despite the fact that they typically represent the majority of casualties. One specific example of this phenomenon can be found in Pacific War (1941-1945) games that ignore the victims of bombings, especially the atomic bombings of Hiroshima and Nagasaki. The hibakusha (bomb affected persons) of Hiroshima and Nagasaki have been ignored in the representation of the war, especially in North America. The goal of this project is to create an educational war game that focuses on the experiences of hibakusha after the bombing of Nagasaki in order to better incorporate their stories into North American understandings of the atomic bombs.
This project was presented as a short paper at the Canadian Game Studies Association (CGSA) 2017 conference in Toronto, Canada. Here is the abstract:
Nagasaki Kitty was selected by the curator Syd Bolton to be part of THEMUSEUM's INTERPLAY: Thinking Through Games exhibit from January 26 to May 13, 2018. The exhibition will display a wide variety of ways that academic researchers are engaging with and studying games, through play and analysis as well as through game creation. Engaging and hands-on, the exhibition will serve as a space for visitors of all ages to learn about how games are made and studied.