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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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epresentations of violence then are not so clearly embedded in the moral universes common to conventional<br />

television or film narratives. Videogames rarely (though there are exceptions) present any consequences,<br />

moral or otherwise, to acts of violence beyond those of reward <strong>and</strong> progression to the player. Videogame play<br />

is frequently cited as a possible causal factor for actual acts of extreme violence by children <strong>and</strong> young<br />

people, most famously (along with other commercial youth-oriented media, particularly popular music) in<br />

the shooting of school students by classmates in Littleton, Colorado in 1999. In such cases the longer-<br />

established ‘media effects’ assumption that (for children <strong>and</strong> young people in particular) the distinction<br />

between the real world <strong>and</strong> media representations is sometimes dangerously thin is supercharged by<br />

concerns specific to the nature of videogame scenarios <strong>and</strong> the modes of videogame play. The drive within<br />

the videogame industry to develop more photorealistic or cinematographic imagery adds to this perception.<br />

The games are so ‘realistic’ as to fatally collapse the players’ sense of difference between the virtual <strong>and</strong> the<br />

actual world.<br />

Widely quoted in press <strong>and</strong> television reports on the Columbine killings, the military psychologist Lt.<br />

Col. David Grossman argues that, just as the videogame Doom was used by the US Marines as a training<br />

simulator, so it 'trained' these disturbed adolescents to kill. In a New York Times article reprinted in The<br />

Guardian, Paul Keegan discussed Grossman's views, concluding:<br />

And that's what makes shooters [first-person shooters or FPSs] unlike any other <strong>form</strong> of media<br />

violence we've seen before. You're not just watching a movie, you're in the movie. You're not<br />

just empathising with Arnold Schwarzenegger as he blasts the bad guy to smithereens, you're<br />

actually pulling the trigger (Keegan 2000: 3).<br />

This then is an extreme <strong>form</strong> of realism - the interactive manipulation of pixellated icons of hyperbolic<br />

violence mapped directly, unmediated, onto real world behaviour.<br />

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