Beruflich Dokumente
Kultur Dokumente
The contributors to this Theme Issue analyze the construction of historical truth
and authenticity in five different types of historical representations that play an
important role in contemporary historical culture. The six genres/media in question
are historical novels, historiography, photography, feature films, video games, and
museum exhibits. Since it is always easy to deconstruct other peoples historical
truths, the contributors focus on a representation of the past that they themselves
find particularly compelling and truthful. Thus all authors play a dual role. On the
one hand, they show us how a particular text or visual representation works and
what sleights of hand are employed to fabricate reality-effects in different cul-
tural settings. On the other hand, they celebrate the success of a text and its creators
who have influenced the historical consciousness of many consumers, including the
authors themselves. As a result, the contributors are not offering smug deconstruc-
tions of historical representations produced by allegedly theoretically nave histori-
ans and other practitioners of history. Instead, the essays engage in probing, open-
ended, and self-reflexive dialogues on the question of historical truth that are based
on sympathetic, close readings of a wide range of cultural artifacts. In an attempt
to foster interdisciplinary intellectual interplay, all essays focus on representations
of historical events that have often served as benchmarks in theoretical discussions
about historiography, historical culture, and the ethics of historical representation.
Five essays deal with representations of World War II and the Holocaust and one
with representations of the history and legacy of slavery in the U.S.
Ann Rigney discusses the extraordinary success of Kurt Vonneguts Slaugh-
terhouse Five in shaping cultural memories of the bombing of Dresden. Rigney
highlights the novels generic hybridity and its innovative narrative design.
Slaughterhouse Five is part fairy tale, part autobiographical testimony; it com-
bines elements of science fiction with passages that read like childrens literature.
The resulting ontological potpourri undermines chronological and logical lin-
earity and provides exceptional insight into the sensual experience of war through
a literary performance of traumatic memory. In this fashion the novel has become
We are grateful for the financial support of the Zentrum fr Zeithistorische Forschung (ZZF) in
Potsdam, Germany.
Christoph Classen and Wulf Kansteiner
ing range of virtual environments. As a result, the authenticity effect of the gaming
experience depends on the players and the softwares ability to conjure up experi-
ences of space that reflect, expand, and dialectically improve upon similar previous
virtual and real experiences. In the digital world anticipated by Fogu, history as we
know it will cease to be an important vector of human consciousness.
In her review essay Bettina Carbonell illustrates that the digital technologies
discussed by Fogu have revolutionized museum environments and transferred to
museum visitors an active role in the construction of historical exhibits. Carbonell
reviews three exhibits on the history of slavery in New York organized by the
New-York Historical Society in 2006 and 2007. The unusual occurrence of a
series of three exhibits on the same topic and based on the same collection of
artifacts offers valuable comparative insights into the semantics of the staging of
historical objects. In the course of the three exhibits, the same objects, for instance
slave shackles, have been displayed in different aesthetic contexts and subjected
to different degrees of narrativization ranging from display at degree zero, that is,
the absence of narrative context, to elaborate explanations that contain complex
historical knowledge. In each setting the objects developed different truth and
ethical effects. Carbonells analysis reveals that extensive contextualization is not
always the best display strategy, especially in the case of a topic like slavery.
When objects receive the full museum treatment through careful staging and
narrativization they are inadvertently reduced to the role of authentication devices
that give credibility to specific interpretations of the past. In contrast, at degree
zero, an object attests to its own existence as relic, and visitors can more easily
integrate the object and its weak redemptive power into their own visions of the
past, especially if they have interactive technologies at their disposal.
We will find out in due time if Fogus predictions about the spatialization of
historical culture are correct. His insights certainly explain the success of digital
interactive technologies in contemporary museum culture. After all, historical ex-
hibits have always been in the business of spatializing the past. In the meantime,
Fogus analysis of video-game culture calls into question the conceptual vantage
point from which academics and especially historians have observed their cul-
tural contexts. A lot of the texts and images, including possibly the blockbusters
mentioned above, that we have conveniently subsumed under the sign of history,
may well be experienced according to very different parameters by other audi-
ences. From an interactively trained point of view, for example, the historical
docudramas la Schindlers List that continue to appear in large numbers on con-
temporary film and TV screens may simply constitute rigid and quaint simulations
of alternative universes that provide little immersive entertainment and have no
bearing on the present. If this speculation turns out to be correct, the generational
divide between the contemporaries of World War II and their descendants, a di-
vide that people like Vonnegut and Friedlnder, among others, have bridged so
successfully, will soon be overshadowed by the generational abyss that separates
people who grew up in a linear cultural environment from those who have devel-
oped fully interactively shaped forms of cultural consciousness.