The Last of Us, Part 2 and the Christian Limits of "Jewish Representation" in Corporate Art.

In this article I present a case study of one of the most massively popular, hugely expensive, and globally influential works of culture ever made, the video game The Last of Us, Part 2 (2020), with particular attention to its creators' deliberate effort to offer "Jewish representation" to its audie...

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Detalles Bibliográficos
Publicado en:Jewish Social Studies Vol. 30; no. 1; pp. 1 - 35
Autor principal: Lambert, Josh
Formato: Artículo
Publicado: Indiana University Press Spring/Summer2025
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Acceso en línea:Ver este registro en EBSCOhost
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        atl: The Last of Us, Part 2 and the Christian Limits of "Jewish Representation" in Corporate Art.
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        Video games
        Strategy games
        Jewish identity
        Hegemony
        Genealogy
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          Video games
          Strategy games
          Jewish identity
          Hegemony
          Genealogy
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        Jewish representation
        survival
        video games
      ab: In this article I present a case study of one of the most massively popular, hugely expensive, and globally influential works of culture ever made, the video game The Last of Us, Part 2 (2020), with particular attention to its creators' deliberate effort to offer "Jewish representation" to its audiences. I survey contemporary discourse about "Jewish representation" and Jewishness in video games, and attend in detail to the strategies of this particular game's creators for including Jewish characters and content. Drawing on Adam Y. Stern's recent "theological-political genealogy" of "survival," I demonstrate that when a corporation spends hundreds of millions of dollars to produce a cultural product for a global audience, even what that product's creators earnestly intend as "Jewish representation" can, instead, reflect Christian hegemony.
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