Kalbir Dhillon
1
Media Studies – Critical Investigation
"The enormous controversy surrounding violent video games has been fuelled by conflicting claims about the nature of their content and the relationship between game use and hostility."[1]
How and why is violence so prevalent in modern videogames, and should audiences be better protected from it through censorship?
Video games are the newest and fastest growing medium of entertainment of the current modern era, and it is recorded that “sixty-seven percent of American households play computer or video games.”[2] However, as a new and expanding media platform it faces heavy criticisms and regularly sparks controversy, which is a testament to “the general struggles any new medium has to go through before it gains wide social acceptance.”[3] This is doubly so in the case of video games, as the intention of any game is to push boundaries and allow players to defy established social norms (and often the laws of physics) in a virtual dream world. Yet, as the popular saying goes; “One man’s dream is another’s nightmare,” which is a fitting metaphor in helping to explain the outrage and often conservative fears expressed regarding the content of some games. Some individuals (namely those who are older and with children, based on the amount of support and noterity organisations such as Mothers Against Violence[4] and Fathers Against Violence[5]. Also, a common topic of cocern on parenting forums such as MumsNet[6] is violent video games and their potetential impact on the players) are opposed to the level of violence displayed in games, and although violence has long-since existed in the film industry, the viewer has never had direct control over this violence. Most gamers however would argue that the medium is merely a form of escapism which excels at expressing and exploring human emotions and conflict in a more interactive manner, and is ultimately harmless. Nevertheless, one must admit that video games often vilify themselves by promoting gratuitous violence with an almost childlike demeanour (such as in the case of the upcoming Duke Nukem Forever[7], in which we hear the protagonist taunt an enemy by proclaiming “I’ll rip your head off and shit down your neck”). This approach to a universally sensitive topic (i.e. murder) only helps to reinforce the stereotype that video games provide nothing of value to players and glorify immoral actions, which in turn lets a stronger case be made in support of censorship of these games.
Take for example the recently released first-person shooter (a genre of games in which the player controls a character from a point-of-view angle, and a common convention of said genre is for the weapon in use to be angled ahead of the player in clear sight, hence the name) Bulletstorm[8], which sports the catchphrase “Kill with skill”[9] in its trailer. The game itself has a heavy emphasis on killing as many enemies as possible and employing the most violent and gruesome methods (‘Skillshots’) available to do so, resulting in ‘Chain-kills.’ One Chain-kill involves shooting a male enemy in the testicles, and then using a leash to rip his head off whilst he is groaning in pain. Doing so awards the player 250 points for the Skillshot ‘Mercy.’ Anyone wishing to form a case against violent video games need not look far, as the above example is nothing new to the gaming industry. However, regardless of how much brutality and gore is present in a game, we must ask ourselves whether that warrants censorship of that piece of media text, which is arguably a piece of art. And as the artist Philippe Benichou declared; “I aim at creating my art in the context of a universal idea of freedom. I am unquestionably against all physical and ideological manifestations of tyranny, oppression and imprisonment,”[10] which is a sentiment which is undoubtedly shared by many game developers who face the outcry of the public demanding they censor their work. Is the damage a game may do to certain individuals worth preventing at the cost of freedom of artistic expression? To answer this, one must first examine not only the effect violent games have on players, but also the moral and ethical dilemma of censorship.
Bibliography
Works Cited
Books:
Shaw, B. (1893). Mrs. Warren's Profession. Champaign, Ill.: Project Gutenberg.
Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Video Game Culture. Understanding video games: the essential introduction (p. 138). New York: Routledge.
Newspapers and Magazines:
Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000)
Violent virtual video games and hostile thoughts. (2004, September 1). Journal of Broadcasting & Electronic Media, 1, 1.
Internet:
The Entertainment Software Association - Industry Facts. (n.d.). The Entertainment Software Association - Home Page. Retrieved January 17, 2011, from http://www.theesa.com/facts/index
Benichou, P. (n.d.). » International Reviews Philippe Benichou Artist Blog. The Art of Philippe Benichou - Original Paintings - Limited Editions - Official Web Site. Retrieved January 24, 2011, from http://philippebenichou.com/blog/?page_id=150
Video Games and Violence - Art Carden - Mises Daily. (n.d.). Ludwig von Mises Institute - Homepage. Retrieved January 31, 2011, from http://mises.org/daily/3528
Moving-image texts:
Kubrick, S. (Director). (1987).Full Metal Jacket [Motion picture]. U.S.A.: Warner Home Video.
Bulletstorm Trailer (Epic Games, 2010, USA)
Works Consulted
Books:
Walker, A. (1982). The Color Purple. New York: Harcourt Brace Jovanovich.
Jonathan Freedman, Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence (2002).
Meitcke, W. (1984). William Golding's Lord of the Flies . Woodbury, N.Y.: Barron's.
Newspapers and Magazines:
Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000);
Violent virtual video games and hostile thoughts. (2004, September 1). Journal of Broadcasting & Electronic Media, 1, 1.
Internet:
MSNBC. (n.d.). Were video games to blame for massacre? - Technology & science - Games - msnbc.com
Retrieved January 31, 2011, from http://www.msnbc.msn.com/id/18220228
Mothers Against Violence | Just another WordPress site. (n.d.). Mothers Against Violence | Just another WordPress site. Retrieved April 5, 2011, from http://mavuk.org/
Buckler, C. (n.d.). Fathers Against Violence. Fathers Against Violence. Retrieved April 5, 2011, from http://www.fathersagainstviolence.org
Product reviews, parenting tips and advice for parents . (n.d.). Product reviews, parenting tips and advice for parents . Retrieved April 5, 2011, from http://www.mumsnet.com/
Moving-image texts:
Hooper, T. (Director). (1986).The Texas Chainsaw Massacre 2 [Motion picture]. United States: Mgm (Video & Dvd).
Counter Strike (Valve Software, 2003, USA)
Manhunt (Rockstar Games, 2007, UK/USA)
Extra Credits: Facing Controversy (2010, The Escapist Magazine, USA)
Duke Nukem Forever (Gearbox Software, 2011, USA)
[1] Violent virtual video games and hostile thoughts. (2004, September 1). Journal of Broadcasting & Electronic Media, 1, 1.
[2] The Entertainment Software Association - Industry Facts. (n.d.). The Entertainment Software Association - Home Page. Retrieved January 17, 2011, from http://www.theesa.com/facts/index
[3] Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Video Game Culture. Understanding video games: the essential introduction (p. 138). New York: Routledge.
[4] Mothers Against Violence | Just another WordPress site. (n.d.). Mothers Against Violence | Just another WordPress site. Retrieved April 5, 2011, from http://mavuk.org/
[5] Buckler, C. (n.d.). Fathers Against Violence. Fathers Against Violence. Retrieved April 5, 2011, from http://www.fathersagainstviolence.org
[6] Product reviews, parenting tips and advice for parents . (n.d.). Product reviews, parenting tips and advice for parents . Retrieved April 5, 2011, from http://www.mumsnet.com/
[7] Duke Nukem Forever (Gearbox Software, 2011, USA)
[8] Bulletstorm (Epic Games, 2011, USA)
[9] Bulletstorm Trailer (Epic Games, 2010, USA)
[10] Benichou, P. (n.d.). » International Reviews Philippe Benichou Artist Blog. The Art of Philippe Benichou - Original Paintings - Limited Editions - Official Web Site. Retrieved January 24, 2011, from http://philippebenichou.com/blog/?page_id=150
[11] Meitcke, W. (1984). William Golding's Lord of the Flies . Woodbury, N.Y.: Barron's.
[12] Walker, A. (1982). The Color Purple. New York: Harcourt Brace Jovanovich.
[13] Hooper, T. (Director). (1986).The Texas Chainsaw Massacre 2 [Motion picture]. United States: Mgm (Video & Dvd).
[14] Extra Credits: Facing Controversy (2010, The Escapist Magazine, USA)
[15] ibid
[16] Kubrick, S. (Director). (1987).Full Metal Jacket [Motion picture]. U.S.A.: Warner Home Video.
[17] Manhunt (Rockstar Games, 2007, UK/USA)
[18] Shaw, B. (1893). Mrs. Warren's Profession. Champaign, Ill.: Project Gutenberg.
[19] Ellis, H. (1910)
[20] Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000);
[21] ibid
[22] Jonathan Freedman, Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence (2002).
[23] Jonathan Freedman, Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence (2002).
[24] MSNBC. (n.d.). Were video games to blame for massacre? - Technology & science - Games - msnbc.com
Retrieved January 31, 2011, from http://www.msnbc.msn.com/id/18220228
[25] Video Games and Violence - Art Carden - Mises Daily. (n.d.). Ludwig von Mises Institute - Homepage. Retrieved January 31, 2011, from http://mises.org/daily/3528