Civil
peace activists scored another victory today against the enemies of public
health. Earlier this morning, legislators passed a bill mandating government
take-over of all remaining videogame entertainment companies. The passage came
as another blow to the gross supporters of free enterprise for “game
development”. Rita Rosnec, a prominent lobbyist for AFCM (Americans for Clean
Minds), proposed the bill early last year and received a wealth of support.
Since then, Rosnec has become the leading spokesperson in the war on videogames
and game entertainment. Speaking to reporters today, Rosnec said that “We are
approaching a golden age of safe, secure, nonviolent freedom for our youth”.
This development comes after a long line of other gains
over “gamer culture”. Two years ago, the federal government successfully
implemented a license system for the ownership and usage of gaming systems and
software. Three years before that, in 2015, the government ordered that
videogames featuring violence of any kind be automatically given an 18+ rating
by the ESRB. In recent years, it has become a misdemeanor for kids to play
games outside of their age rating, and a punishable offence for stores and
suppliers to sell videogame material to unlicensed individuals. All across the
nation, parents have been rejoicing with the newfound control the government
has taken over videogames.
The victories were strictly in the electronic sphere,
either. Arguably corruptive “pen-and-paper” games have seen their own share of
regulation. Since the 1980s, parents have expressed dissatisfaction at the
notions of children playing games like Dungeons
and Dragons or Shadowrun. Such
activities, which require “roleplaying”, or assuming the personality and
demeanor of imaginary monsters, sent red alerts to active mothers. Plenty of
responsible groups, including parent-teacher associations and church societies,
realized the harmful effects of such games on the minds and emotions of youth.
However, the push against these “pen-and-paper” games had to wait until gains
against more modern entertainment to be acknowledged. Now, only adults are
permitted to play such loathsome things as D&D,
and they are obligated by law to alert neighbors of the fact they are players.
The future looks bright for the U.S as stricter control
is exercised over such brash and reckless means of entertainment as videogames.
Rosnec, speaking at an AFCM rally last month, declared that “We as a people are
entering a brighter society. The shining minds of our young are clean of the filth
that once proceeded from such devilish works as games”. When an attendee of the
rally brought up the low decrease in violence over the past five years, Rosnec
challenged that “The effects of our work will take time to notice. First we
must remove the blade. Only then can we heal”. To this, Rosnec received great
applause.
Even individuals not
thoroughly immersed in gaming culture understand its impact on society. Since
the late 20th century, games have emerged as valid and engaging
modes of entertainment for the public. While the first few years of may have
seen the proliferate use of terms like “geek” and “nerd” to describe a rather
aloof cultural group, gamers today endure no such separation. Now, in 2013, videogames
are widely accepted, with both old and young citizens finding commonalities in
their love of franchises like Pokemon,
World of Warcraft, and Minecraft. Even tabletop games like Dungeons and Dragons or Warhammer have assumed more familiar, if
not as popular, places in modern society. Of course, the issue explored in the
hypothetical future above is not the cultural relevance of games, but the
cultural impact of violent games.
Anyone remotely engaged in videogame news and reports has
seen the way modern media reporters treat games. Any time a violent shooting or
incident occurs, especially in relation to young children, a common scapegoat
for the whole affair becomes videogames. As news outlets churn out coverage after
coverage of some unfortunate event, the idea of “violent videogames corrupting
society’s minds” seems to take precedent over more pressing concerns. Barely
twenty-four hours passed after the recent shooting in Washington, D.C before
reporters were trying to link the gunman to excessive videogame consumption.
Several weeks ago, when a young child was found to have shot his old caretaker
with a handgun, the issue that surfaced was not “Why did the child have access
to a handgun?” but rather “The child was playing Grand Theft Auto IV at time of
incident”. Sensationalism and scare-media have become core tenets of news coverage,
giving rise to quick and thoughtless scape-goating in order to garner views.
This
is not to say that videogames are not violent. Certainly, the new generation of
videogames has seen an explosion of narratives and gameplay that are wholly
focused on violent conflict (Gears of War, Call of Duty, Assassin’s Creed,
etc). Such franchises are also incredibly popular in the market, and thus their
influence and pervasiveness cannot be doubted. “The Agony and the Exidy: A
History of Video Game Violence and the Legacy of Death Race”, an article on
gamestudies.org, explores violent videogames and their societal impacts. In
discussing current sales, the article says “the ESRB reported that only 5% of
the games rated by the board received an M, or ‘Mature’ rating, but five of the
ten top-selling games that year were rated M (Narcisse, 2011). All five of
these M-rated top sellers – Call of Duty: Black Ops, Halo: Reach, Red
Dead Redemption, Call of Duty: Modern Warfare 2, and Assassin's
Creed: Brotherhood – received their M-rating largely for violence
(Kocurek).” Despite the relatively smaller classification of mature, violent
games, public consumption seems to indicate its preference for such titles. The
article continues on to make a rather insightful observation, that it “is worth
noting as these games continue to adhere to acceptable discussions of violence
and are by degrees less controversial than the transgressive violence depicted
in Death Race, Carmageddon, and the GTA franchise (Kocurek).”
There lie within the passage two points worth particular
consideration: that our modern society possesses acceptable discussions of
violence, and that some, but not all, videogames adhere to these discussions.
In discussing violence with regards to ethical necessity, as in the case of a
Western like Red Dead Redemption, or in the case of military action, as in Call
of Duty or Halo, videogames are permissible. However, when a videogame begins
to portray violence in the more wanton and criminal sense, such as in Grand
Theft Auto, then society feels compelled to speak out against the fact. Society
does seem to possess certain prejudices towards portrayals of violence (and
actual acts or causes of violence). Yet these prejudices do appear to hold up
across mediums.
For instance, Pulp Fiction is a film which features
violence within a fairly criminal and lawless sense. The Godfather is another
film which features criminal violence. I select these two movies specifically
due to their popularity and their usage of less-traditional protagonists. When people watch such films, they are
experiencing a violent narrative from the perspective of, by society’s
standards, the bad guys. Certain television series, such as Sons of Anarchy, exhibit
similar characteristics. Yet general tolerance of the violence seems to plummet
when the narrative becomes interactive with the consumer (a la videogames).
Based on this information, public treatment of violent
videogames seems to be spurred from the interactivity. For many people, there
is the experience of watching a thug beat up a bloodied innocent, and then
there is the experience of controlling the thug. Perhaps there is some form of
guilt or disgust that swells within certain people who play violent games,
unable to separate digital worlds from reality. Yet the real issue, and the
reason why so many individuals from outside of gamer culture react negatively
towards violent games, is with other people, not themselves. A fear exists that
other individuals, other gamers, play violent videogames to relish in the
violence, to gain some thrill from it. Or, certain gamers may be unable to
separate digital worlds from reality for the wrong reasons, and their sense of
morals or ethics dissolves into a bloodlust for their fellow man.
Such was the case when
the media discovered that Adam Lanza, of the Sandy Hook Massacre, played
videogames. The same allegation has been placed on the Washington, D.C gunman.
By being allowed to interact with violent worlds, to carry out violent actions
vicariously through in-game avatars, these individuals become aggressive monsters.
So the headlines read their tired, fear-mongering titles of “Videogames to Blame”.
Kotaku, a media site dedicated to gamer culture, consistently reports on
social, political, or economic events regarding videogames. One article, “Before Violent Video Games, There Were Just
Plain Violent Games”, covers a Youtube video authored through PBS which
discusses violence as part of our culture. The Kotaku article sums up that “games—be
they contested on fields, playing boards or game consoles—either involve or
allegorize violence (Good).” Thousands of youth compete and perform in violent
athletics which feature high states of aggression (football, lacrosse,
wrestling). But, I admit, there is a line to be drawn between the violence in
athletic competition and the depiction of manslaughter in an interactive
medium.
The idea that certain individuals may be negatively
impacted by violent videogames is worth attention. Some people may not possess
completely sound minds which enable immersion in violent acts and conflict. The
perpetrator of the Aurora shooting in Colorado, James Holmes, was evidently in
need of emotional or mental aid, and depictions of violence, as in the Dark Knight trilogy, did not help his
fragile state. Of course, he also stockpiled an absurd amount of weaponry and
volatile substances. Where then are we led to scrutinize? Violent
entertainment, public health, arms limitations? There is no easy, sure-fire
solution to ending the violent outbursts which the U.S has been witness to in
recent years.
If society is largely in fear of violent videogames, then
we have bigger concerns than the next installment of Grand Theft Auto. Games are not meant for everyone. A ratings
system exists for a reason. A parent who lets their child play Call of Duty without any comprehension
of the game, its gameplay, or narrative, is no better than one who lets their
child watch Saw, or play with
matches. Mature games exist for mature audiences. Yet what do we do when the
mature audience cannot handle the game? Certainly do not blame the game, at
least not blindly. For the sheer magnitude of people who play games, you would
think mass shootings might occur every day with such logic as Fox News or CNN
possess. Can there be gross representations of violence in videogames? Absolutely,
just as there are gross representations of violence in film and literature (not
so much as in television, though The
Walking Dead may have a word on that). Unfortunately, videogames are a new
form of medium in society, and their place is yet to be determined, their
definitions still to be made. The unsure nature of games leaves them open to a
society hungry for easy answers to truly complicated questions.
Works
Cited
Good, Owen. “Before
Violent Videogames, There Were Just Plain Violent Games.” Kotaku. Gawker, n.d. Web. 22 Sep. 2013.
Kocurek, Carly. “The
Agony and the Exidy: A History of Videogame Violence and the Legacy of Death Race.” Game Studies. Game Studies, n.d. Web. 22 Sep. 2013
As you could believe, I mostly agree with your arguments about the topic, and how violent games commonly seen as the boogeymen behind terrible occurrences like killings or violent outbursts.
ReplyDeleteHowever, I would like to point out that one of the possible dangers in video games with regards to America's youth is that video games are distinctly marketed to children, and not older generations. This juxtaposes how other media like books or movies are marketed to audiences in the modern age. Take the example of a pair of parents shopping for a violent movie versus a violent video game. For a movie, the parents can watch the film and make sure the content is appropriate before they buy. They could also watch with the child to provide commentary reinforcing positive attitudes throughout the film. This ability to enjoy the medium as a family group also does not occur with video games.
Now, the converse, where parents are shopping for a violent video game. Parents normally do not play video games, and cannot watch the material beforehand. The parents also do not have the opportunity to monitor the video games at all times, due to the inherently independent nature in video games. Here, the child is wholly separated from parental supervision and cannot be adequately controlled, unlike with a movie.
However, you know my personal opinions on the subject, and I'm just trying to provide food for thought. Overall, great article!
"A year from now, ten, they'll swing back to the belief that they can make people… better. And I do not hold to that."
ReplyDeleteYour opening with the "Americans for Clean Minds" really reminded me of "Serenity." The idea that someone else may one day decide what you or cannot read, see, do--well, to an extent that exists today, but taken a few steps further--chilling indeed.
Serenity! Something else to add to my endless list of television shows to watch.
DeleteExcellent topic choice, Josh, and one I found very intriguing. I largely agree with what you said as well. I do find myself pausing on the most significant difference between video games and movies--one is role-play, while the other is mere spectatorship. Therefore I do think games need to be viewed in their own unique context. Regardless though, I agree one hundred percent that censorship is not the answer--I mean, I own a t-shirt which proudly proclaims "I Read Banned Books", so I am in no way the hardest reader to convince. Excellent work!
ReplyDelete