ABSTRACT

In a globalized market, media products are adapted to fit the constraints of specific markets and appeal to their preferred tastes. As the Wolfenstein franchise is set against the backdrop of the Second World War, it has to address cultural memory in a preferred way. The franchise constructs cultural memory of the Second World War and the holocaust differently, depending on the intended audience. “Family friendly” versions exist, tailored for branded platforms such as NES and iOS, as well as “sanitized” versions for the German market, where legal provisions pose constraints on depictions of Nazism. The resulting corporate adaptations of Wolfenstein games are shown to contradict the intention of legal statutes regarding cultural memory, and lead to further mythologization of Nazism.