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Debunking Gaming Myths

by Chris Remo, Dec 13, 2005 3:00pm PST
Related Topics – Games: PC

As part of PBS' The Video Game Revolution feature, MIT's Henry Jenkins has composed a list entitled Reality Bytes: Eight Myths About Video Games Debunked. It gives convincing arguments countering common viewpoints held by non-gamers about video games, opinions that are frequently exacerbated by the mass media. Jenkins, who is the director of comparitive studies at the Massachusetts Institute of Technology, is one of the more vocal defenders of gaming among those not directly connected to the industry.

Sociologist Talmadge Wright has logged many hours observing online communities interact with and react to violent video games, concluding that meta-gaming (conversation about game content) provides a context for thinking about rules and rule-breaking. In this way there are really two games taking place simultaneously: one, the explicit conflict and combat on the screen; the other, the implicit cooperation and comradeship between the players. Two players may be fighting to death on screen and growing closer as friends off screen. Social expectations are reaffirmed through the social contract governing play, even as they are symbolically cast aside within the transgressive fantasies represented onscreen.
If you're looking for some concise responses to ill-informed spouses/parents/friends, here you go. Jenkins' essay is just one part of the PBS feature, which also includes historical summaries and timelines, articles on game development, other editorials on the medium, and a trivia quiz.




Comments

12 Threads | 27 Comments

  • Too bad this article is poorly written. By poorly written I mean it totally lost my interest and was boring to read. I was hoping to fwd this around to certain people but I know for a fact if I do they will read the first couple paragraphs and *yawn*.

    I think the topic of this article is very important but the writer needs some help *getting* it to his target audience with mor interesting writing. The people who actual believe these myths need to be convinced these are myths in a way that draws them into reading further, not wanting to go to sleep.





  • The real issue is not violence in video games. Not at all. Will Wright hits exactly what the issue is: The Sims designer Will Wright argues that games are perhaps the only medium that allows us to experience guilt over the actions of fictional characters.

    People have a problem with the fact that games rarely give a feeling of guilt over immoral/evil decisions. That’s why these people will hate GTA but love Saving Private Ryan: both are very violent but the message is completely different. If GTA had more consequences to the actions that people make in it, then it wouldn’t be a big deal.

    As for evidence, one of the most basic characteristics of humans is that they are story tellers and that they learn from stories. I’ve never stuck a fork in a socket because I learned not to from another’s story. Video games are a form of story telling, some more so then others, and as such they do have an influence on what we learn. The extent that they influence is dependant on what other influences we have. Think what a child would drive like if his only experience with driving was that which was in GTA? I’ve known a number of people, including myself, who have to remind themselves to drive normal in the real world after lengthy sessions of GTA. The key is that we all catch ourselves quickly because we know not to drive like that. And that’s really the issue: we need to be reminded/told that bad actions are indeed bad and that good actions are good. This doesn’t have to “wreck” the gameplay: in GTA all they had to do was to have your character get fried in the electric chair and get lethal injection after you went on a killing spree. A quick cutscene would have reinforced the value that running people over has terrible consequences. This necessitate a strict defining of "good" and "bad": the extremes are pretty well agreed on, and the grey area can be left to interpretation.