{"id":1698,"date":"2010-09-10T08:04:21","date_gmt":"2010-09-10T16:04:21","guid":{"rendered":"http:\/\/www.patheos.com\/blogs\/poptheology\/?p=1698"},"modified":"2010-09-10T08:04:21","modified_gmt":"2010-09-10T16:04:21","slug":"computer-games-as-a-sociocultural-phenomenon","status":"publish","type":"post","link":"https:\/\/www.patheos.com\/blogs\/poptheology\/2010\/09\/computer-games-as-a-sociocultural-phenomenon\/","title":{"rendered":"Something Like a Phenomenon"},"content":{"rendered":"<!DOCTYPE html PUBLIC \"-\/\/W3C\/\/DTD HTML 4.0 Transitional\/\/EN\" \"http:\/\/www.w3.org\/TR\/REC-html40\/loose.dtd\">\n<html><head><meta http-equiv=\"content-type\" content=\"text\/html; charset=utf-8\"><meta http-equiv=\"content-type\" content=\"text\/html; charset=utf-8\"><\/head><body><p>The fact that video game industry revenue has surpassed $19 billion dollars and that one on-line game commands a following of over 8 million people certainly constitutes a phenomenon.\u00a0 Yet until recently, few scholars, and even fewer theologians, have taken the initiative to critically engage the medium.\u00a0 Far more prevalent are the critics who either primarily focus on a game\u2019s entertainment value (which essentially serves retail) or those critics who bemoan the presence of sex and violence in increasingly graphic fashion in video games with increasingly photorealistic graphics.\u00a0 If, as Craig Detweiler asserts, we are in a golden age of video games, I hope that a similar phase of video game criticism will not be too far behind.\u00a0\u00a0 One fine example of the potential for in-depth critical analysis of video games is Andreas Jahn-Sudmann and Ralf Stockmann\u2019s collection of essays is <em>Computer Games as a Sociocultural Phenomenon:\u00a0 Games Without Frontiers War Without Tears<\/em>.<!--more--><\/p>\n<p><em>Computer Games as a Sociocultural Phenomenon<\/em> serves as a good introduction to the possible avenues that the critical study of video games can take.\u00a0 The book is divided into six sections that cover Game Design and Aesthetics, Space and Time, War and Violence, Ethics and Morality, Politics and Ideology, and Gamers and Cultural Identities.\u00a0 Though these are distinct areas of discussion, it is clear, after reading the book, that any combination of these topics will be at play together in any individual game.\u00a0 A really great game, game analysis, will have implications that touch on all of them at once.<\/p>\n<p><a href=\"https:\/\/wp-media.patheos.com\/blogs\/sites\/357\/2010\/09\/260-9.jpg\" class=\" decorated-link\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1700\" src=\"https:\/\/wp-media.patheos.com\/blogs\/sites\/357\/2010\/09\/260-9.jpg\" alt=\"\" width=\"336\" height=\"530\"><\/a><\/p>\n<p>The contributors to the first two sections reveal how the design and aesthetics of video games and the space and time of games and gameplay play an important role in meaning-making.\u00a0 In his article, \u201cThe Aesthetic Vocabulary of Video Games,\u201d Joost van Dreunen writes about \u201cmedialect,\u201d the intersection of medium and dialect.\u00a0 He comments, \u201cThe function, meaning and significance of a medium changes constantly because of its adherence to the fluid practices of both social convention and technological development\u201d (4).\u00a0 This, perhaps, might be a healthy point of entry for theologians and scholars of religion to take up the conversation through an analysis of the values and meanings that undergird this \u201cmedialect.\u201d<\/p>\n<p>In terms of this site and my own research, the sections on War and Violence and Ethics and Morality, obviously closely linked, are the most interesting.\u00a0 Claudia Herbst reveals that violence is not just a visible component of video games but an invisible part as well\u2026<em>coded<\/em> in the very fabric of the game.\u00a0 Henry Lowood looks at independent computer games in a post-9\/11 world as forces or examples of impotency and agency.\u00a0 Perhaps the most interesting essay of this section, and the entire book, is Christoph Klimmt et al\u2019s \u201c\u2018Moral Mangement:\u2019\u00a0 Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games.\u201d\u00a0 Drawing from Bandura\u2019s moral management theory, they analyze the ways in which game designers and gamers negotiate violent acts and representations in games.\u00a0 These include moral justification, euphemistic labelling (using words like \u201cneutralizing\u201d instead of \u201ckilling\u201d), advantageous comparison (\u201cAt least it\u2019s not as bad as\u2026.\u201d), displacement or diffusion of responsibility (\u201cThey made me do it.\u201d), disregard or distortion of consequences, dehumanization (of the other), and attribution of blame (\u201cthey\u201d deserve it) (112-113).\u00a0 I\u2019ll say more on the importance of this below<\/p>\n<p>The Politics and Ideology section looks at games like <em>Grand Theft Auto:\u00a0 San Andreas<\/em> and <em>City of Heroes<\/em> for their political or politically incorrect implications.\u00a0 In his article, \u201cPreconscious Apocalypse:\u00a0 The Failure of Capitalism in Computer Games,\u201d Sven O. Cavalcanti makes a crucial observation of the prophetic (?) appearances of failed capitalist societies in a number of video games.\u00a0 Interestingly enough, many of these games represent dystopias that result from economic\/political catastrophes, ecological catastrophes, genetic  engineering catastrophes, technological catastrophes, or psychological and  religious catastrophes (137-138).<\/p>\n<a href=\"https:\/\/wp-media.patheos.com\/blogs\/sites\/357\/2010\/09\/COH-1..jpg\" class=\" decorated-link\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1701\" src=\"https:\/\/wp-media.patheos.com\/blogs\/sites\/357\/2010\/09\/COH-1..jpg\" alt=\"\" width=\"512\" height=\"384\"><\/a>\n<p>Also limiting his focus to games after 9\/11, Nowell Marshall wonders why, \u201c[\u2026In]  an age when technology offers vast potential for designing virtual  spaces [\u2026] software engineers [have] chosen to create such dystopian  national narratives\u201d (147).<\/p>\n<p>Finally, contributors look at how developers and marketers negotiate cultural identities in the production and advertising of video games while the books\u2019 final article looks at how British teenage girls navigate identity formation while playing <em>The Sims<\/em>.<\/p>\n<p>While some of the essays in <em>Computer Games as a Sociocultural Phenomenon<\/em> might be of interest to the casual or hardcore gamer, the text as a whole is geared toward college or graduate level studies of the medium.\u00a0 Again, perhaps the most interesting article of the lot (and the one with broader appeal) is the one on moral negotiation when playing violent video games.\u00a0 Klimmt et al\u2019s discussion could easily expand to help us make sense of our consumption of violent films, television programs, and even music.\u00a0 We could take their research a step further and bring it to bear on a real-world political narratives which often undertake moral management in elections or leading up to violent conflicts. \u00a0 In his essay,\u00a0 Cavalcanti\u2019s concludes one of his sections with this brief observation that he would have done well to flesh out even more:\u00a0 \u201cFor a short while, the player may forget civic morality, which is that murder is forbidden but breeding is permitted, while sexuality may not be depicted and murder may be shown on screens\u201d (138).\u00a0 Again, another prophetic statement regarding the nature of our society that emerges from an interaction with video games, that most unlikely source of social commentary.<\/p>\n<\/body><\/html>\n","protected":false},"excerpt":{"rendered":"<p>The fact that video game industry revenue has surpassed $19 billion dollars and that one on-line game commands a following of over 8 million people certainly constitutes a phenomenon.\u00a0 Yet until recently, few scholars, and even fewer theologians, have taken the initiative to critically engage the medium.\u00a0 Far more prevalent are the critics who either [&hellip;]<\/p>\n","protected":false},"author":288,"featured_media":1699,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[],"class_list":["post-1698","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-print"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Something Like a Phenomenon<\/title>\n<meta name=\"description\" content=\"The fact that video game industry revenue has surpassed $19 billion dollars and that one on-line game commands a following of over 8 million people\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.patheos.com\/blogs\/poptheology\/2010\/09\/computer-games-as-a-sociocultural-phenomenon\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Something Like a Phenomenon\" \/>\n<meta property=\"og:description\" content=\"The fact that video game industry revenue has surpassed $19 billion dollars and that one on-line game commands a following of over 8 million people\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.patheos.com\/blogs\/poptheology\/2010\/09\/computer-games-as-a-sociocultural-phenomenon\/\" \/>\n<meta property=\"og:site_name\" content=\"Pop Theology\" \/>\n<meta property=\"article:published_time\" content=\"2010-09-10T16:04:21+00:00\" \/>\n<meta name=\"author\" content=\"J. 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