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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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concerns about videogame play’s apparent tendency to blur the distinctions between onscreen action <strong>and</strong><br />

everyday experience. It could be argued that such anxieties are not solely either simply mistaken or<br />

ideologically motivated, that instead they could be symptomatic of very real differences between ‘old’ <strong>and</strong><br />

‘new’ media, not least in relation to the distinct, ‘interactive’, modes of engagement with media images <strong>and</strong><br />

scenarios afforded by computer technology. Videogames do establish new, intimate, <strong>and</strong> literally cybernetic<br />

relationships between screen media, ‘consumers’, <strong>and</strong> digital circuits <strong>and</strong> networks, <strong>and</strong> do raise important<br />

questions about what is communicated, <strong>and</strong> how, in a medium that might more accurately be described as<br />

simulational than representational (see Part 3). On one level then (<strong>and</strong> without wishing to overstate the<br />

importance of the ill-in<strong>form</strong>ed <strong>and</strong> inaccurate accounts of videogame culture outlined so far) suspicions<br />

about the dangers of <strong>videogames</strong> may, inadvertently offer some analytical insight. They certainly highlight<br />

key binary oppositions <strong>and</strong> the ethical <strong>and</strong> cultural value systems constructed upon them, oppositions in<br />

which the commercial, the synthetic <strong>and</strong> the machinic are bad, the artistic, the natural <strong>and</strong> the human are<br />

good.<br />

virtual realism<br />

A particularly persistent binary opposition is that between the ‘virtual’ <strong>and</strong> the ‘real’. Videogames are a key<br />

exemplar of the perception that distinctions between the real world <strong>and</strong> mediated or simulated realms will,<br />

or have, collapsed. Depictions of violence become violence, ‘immersion’ in virtual worlds is actual oblivion in<br />

everyday media consumption, the compelling verisimilitude of videogame images – <strong>and</strong> the players’ ‘control’<br />

over them is the advent of an age of simulation <strong>and</strong> a fatal loss of the real. There is a remarkable congruity<br />

between some journalistic <strong>and</strong> theoretical discourses, the latter generally based in a reading of Jean<br />

Baudrillard’s work on simulation <strong>and</strong> hyperreality (Baudrillard 1983). An example of this is Andrew Darley’s<br />

book on popular digital screen media (2000) in which he sets out in detail a Baudrillardian dystopia in which<br />

<strong>videogames</strong>, alongside other digital media such as CGI special effects in popular film, herald a new era of<br />

depthlessness <strong>and</strong> loss of meaning. The Columbine shootings have already been mentioned, but perhaps the<br />

most persistent popular manifestation of this is commentary on the 1991 Gulf War. The thorough control of<br />

news media by the coalition states, <strong>and</strong> the spectacle of 'smart' weapons <strong>and</strong> video footage from missiles at<br />

their point of impact epitomised a popular notion of 'simulation' as a conflation of digital <strong>and</strong> video imaging<br />

technology <strong>and</strong> a sense of a remote, mediated experience (by both domestic audiences <strong>and</strong> Western<br />

military). This 'simulation' was explicitly figured in terms of video games, as General Norman Schwartzkopf’s<br />

phrase 'the Nintendo war' resonated across the news media <strong>and</strong> academic discourses (Sheff 1993: 285). Mia<br />

37

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