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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
중앙대학교 외국학연구소 외국학연구 외국학연구 제46호
발행연도
2018.1
수록면
537 - 564 (28page)

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In the history of mankind, war has represented violent and inhumane aspects through variously edited storytelling and visual image devices. While children in the 'narrative' and 'image' of wars are immature human beings, they stand out as either a victim or assailant. In this context, Japanese children learned war ideology through schooling, applied to all citizens, and extracurricular activities during the Sino-Japanese war. Of many war-related games, 'War Sugoroku', characterized by being individualized and competitive, and 'War Speech', promoting group consciousness, were noteworthy representatives. These plays showed the muscular identity of war, in which a child turned into a 'temporary adult man' with the virtual experiences of war. Anthropologically, war originated in a game. However, the war speech during the Sino-Japanese war requested a hero mask and fragmented the innocence of childhood with an emphasis on patriotism as a nation-state beyond the inherent concept of play. In a forced nationalism, children had to exploit games even as productive entertainment for the nation. Manipulated battlefield experiences secured objectivity through newspapers and then were edited through war speech. The content of the war speech symbolized the non-existence of the Sino at the national level and inhumane humiliation by dismantling the Sino people into the toy level on the child stage. 'Chan Chan', an inhuman and destructive speech, pushed Japanese people into a falsified illusion to become a soldier of the civilized nation, Japan- that is, a 'hero' as it stimulated and detailed hatred and hostility toward the Sino soldiers. The pursuit of pleasure through fantasy is essential in a game. Eventually, the war speech became public entertainment to verify the Japanese national identity and generate 'prospective citizens' to take death on the battlefield for granted through racism toward the enemy, the Sino. All in all, the war speech was a typical militaristic war game to routinize loyalty and patriotism toward the Japanese emperor, Tenno, as well as a connected point to identify their existence as a nation and as citizens.

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