A recent
Forbes article about VP Joe Biden’s meeting with video game developers and
sellers noted how he was careful not to accuse anyone of being responsible for
what he called a “coarsening of the culture.” As the article rightly pointed
out, however, the very fact that Biden scheduled this particular meeting in
response to the Newtown massacre and the president’s demand for gun reform “seems
to suggest…that video games help contribute to a culture of violence in some
way.”
The idea
that video games are somehow making people more violent is part of an ongoing
backlash against dramatically misunderstood genres in the humanities. To
discuss this in more detail, I turned to Cody Mejeur, a graduate student who
specializes in video game narrative and has considerable experience in the
field.
Q: Cody, in your
experience with video game narratives, have you noticed a correlation between
the violence of the game’s narrative and a discourse of violence that exists
among the players? And, if so, does it alter according to the format of the
game (e.g. first-person shooter, MMORPG, etc.) or the tools for which it is
designed (e.g. handheld controller, virtual reality simulation,
mouse/keyboard)?
“It's difficult to speak
generally about this, especially across genres. One of the things worth noting
is that many games which feature some sort of violence in combat do not
necessarily promote doing so—there are many protagonists who are everyday,
non-violent people that use violence only because they are forced to. Such
games often promote flight as opposed to fight, with the successful player
avoiding combat when he/she can. Add to these games the many, many games where
the player is asked to fight some manifestation of evil, and violence becomes a
necessary means toward the end of safeguarding the world. Both of these types
of games demonstrate how violence in games is rarely of the mindless sort often
alleged, but often exists within a moral framework.
It is also important that a growing number of games are raising questions and concerns about violence. A recent third-person shooter, Spec Ops: The Line, features a protagonist who is revealed to lose his sanity through the combat scenarios he is placed in, and the ending [SPOILER ALERT] calls into question whether or not he's psychotic. The game [shows] what violence can do to the human mind, and overall presents a very inglorious portrait of war.
The genre most frequently linked with violence is the shooter genre, including both first-and third-person shooters. It is not surprising that some people link the genre to gun violence, as the games all include weaponry of some form and focus around the player using it. It is also true that the online communities for games like Call of Duty can at times be very disheartening, with the anonymity provided through a screen name being used by some players to allow racist, sexist, and inappropriate behavior.
It is also important that a growing number of games are raising questions and concerns about violence. A recent third-person shooter, Spec Ops: The Line, features a protagonist who is revealed to lose his sanity through the combat scenarios he is placed in, and the ending [SPOILER ALERT] calls into question whether or not he's psychotic. The game [shows] what violence can do to the human mind, and overall presents a very inglorious portrait of war.
The genre most frequently linked with violence is the shooter genre, including both first-and third-person shooters. It is not surprising that some people link the genre to gun violence, as the games all include weaponry of some form and focus around the player using it. It is also true that the online communities for games like Call of Duty can at times be very disheartening, with the anonymity provided through a screen name being used by some players to allow racist, sexist, and inappropriate behavior.



