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

Bibliographic Data

ID2951483
AuthorsJosh Lambert
Year2025
Volume30
Issue1
Pages1-34
Publication date2025-03-01
Open AccessNo
TypeARTICLE
VenueJewish Social Studies (JOURNAL)
Journal identifiersISSN: 0021-6704 • E-ISSN: 1527-2028
PublisherIndiana University Press (PUBLISHER • US)
DOI10.2979/jss.00021
OpenAlexW4412177217
LanguageEN
Citations received1

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

Archaeology · Art · Art history · Judaism · Political science · Representation (politics · Jewish and Middle Eastern Studies · Middle East and Rwanda Conflicts · History · Law · Philosophy · Religious Studies

  • Fallen Jews

    Open Access•Evan Goldstein•Journal of the American Academy…•2026

Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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