47 pages 1 hour read

Gordon Korman

War Stories

Fiction | Novel | Middle Grade | Published in 2020

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Background

Cultural Context: The Appeal of World War II Video Games

In War Stories, 12-year-old Trevor Firestone is obsessed with playing World War II (WWII) video games. His understanding of the war stems entirely from his experience with these digital portrayals of events. His father is deeply concerned with Trevor’s fascination with warcraft and repeatedly tries to show him that the realities of combat are anything but glamorous. However, the world constructed within WWII video games aims to provide a specific experience for the gamer that does not fully capture the brutal reality of this war or of war in general.

WWII is among the most popular and commercially successful themes appealing to the core gamer demographic: teenage males. Generally speaking, WWII exists in the popular coconsciousness as the last justifiable war, a conflict between right and wrong, with the United States playing the role of world savior. WWII games hold a unique appeal for gamers in that true failure is impossible; the outcome of the war is already known, giving a level of comforting predictability, and the division between good and evil is often exaggerated. In addition, aside from the nationalistic pride that such games inspire, they work to enhance the self-esteem of the gamer.