25 March 2024

I have always been a huge fan of Godzilla, but I have not had the opportunity to incorporate that love into my research until now. I have started to pursue a long-term, multi-media project centered on Godzilla and anti-nuclear representation. As a first step, I was happy to present my early findings in the DM Talk series at Georgia Tech.

My talk examines the origins of Godzilla from a collective memory perspective with a focus on the anti-nuclear representation of the early Godzilla films and novelizations. From here, I briefly discuss 5 selected Godzilla video games and their connections (or disconnections) from that original narrative. I conclude with a short look at how I wish to pursue these ideas through a multi-media project.

I’m excited to continue on with this project. The next step will be to refine my observations of the video games for my conference presentation at RePlaying Japan 2024!

22 March 2022

Recently, I was contacted by my old high school classmate and current faculty member at the University of King’s College, Adam Richter. It was great to see that he is doing well and I was very happy to be invited to give a guest lecture for his History of Science and Technology class. It has been quite a while since I have given a history lecture (as opposed to a communication or game studies lecture with some history incorporated into it), so I was a little nervous. Luckily, it went very well. I was happy to put together the lecture and I hope that I get the opportunity to continue to use my skills in history, historiography, and historical methods.

The guest lecture is broken into three main parts: History, Collective Memory, and Video Games. The History section gives a very brief history of the Pacific War leading up to the atomic bombings of Hiroshima and Nagasaki. This is followed by the Collective Memory section, which examines how the atomic bombings have been remembered in both North America and Japan. Finally, the Video Games section gives an example of how the history and collective memory of the atomic bombs is remediated into video games. For this lecture I used case studies of Valkyria Chronicles 4 (Sega, 2018) and Resident Evil 3 (Capcom, 2020).

As with most opportunities for presentations, lectures, and public talks since the beginning of the pandemic the lecture was delivered remotely (and in this case asynchronously). I still have some mixed feelings about this because I love to travel and present my research in person but I also realize that there are some benefits to the remote models as well. Not only was this an opportunity that I would have needed to turn down if it was in-person due to travel costs but it also would not have been recorded and, as a result, much harder to share widely. The lecture is now available on my YouTube channel. You can watch it here:

As a final note, I have upgraded my recording equipment and become slightly more comfortable recording since my last batch of videos. I like being able to more easily and widely share my research so I hope that I can keep recording and editing videos even as we transition back to more normal circumstances.