7. LINGUISTIC DETERMINISM FOR DUMMIES

        Although perhaps one of the most taken for granted facets of gaming, the language used to discuss the medium conveys a great deal about how gamers conceive of the notion of play and their role as media consumers. When I was younger and a true video game nut, many recesses at school were spent talking with friends about our adventures in certain games. Zelda, Final Fantasy, Double Dragon: these were the things that interested us. Dividing my grade two class was the loyalty to a particular video game company. Today, gamers are generally older and thus have a greater disposable income making it easier to have everything the market offers rather than impose the need to choose. The common schoolyard question was: "What system do you have?" The word 'system' was logical as the two major competitors were the Nintendo Entertainment System and the Sega Master System. Yet it is a word that has recently become obsolete in discussions on gaming, and replaced with the much less imposing "console". The XBox, PS2 and Gamecube are simply thought of as segments of home entertainment rather than complicated machines used to play games on. Connotations of rules and order are negated with this small linguistic change. On top of the removal of the word from these units' titles, the popularity of Playstation Magazine and XBox Magazine - sources clearly produced by the companies they comment on - has contributed to a way of thinking of video games an analogous yet superior to a stereo or DVD player. Changes in the language of gaming such as this, have the effect of greatly altering the way players think about the medium. It skews the perceptions of gamers to assume that they have an active role in the way the industry evolves. Take for example this messageboard user's diatribe on the state of Nintendo. Under the handle QuickKick89, he identifies himself as being 21 years old:

Nintendo is a company which refuses to evolve, which brings me back to my original point of me being skeptical of their attempt to Revolutionize gameplay. They've been doing the same thing, essentially, since the 1980's - using their old standby franchises and refusing to move up with new technology. And when they DO try to evolve, it's usually not with the best moves in mind, the Virtual Boy and yes, even the DS (which is downright pathetic when compared to the PSP), are examples. So, am I skeptic? Yes, I am. I believe that Sony is making the right moves for the next-gen by using the better graphics standpoint, considering that has worked for them so well in the past. While Microsoft may catch a bit of their thunder, I think next gen will essentially be even more of what this gen was: a two horse race. I will tell you right now, if we are living in a two-console world in 5 years, and Nintendo is making the next Mario and Zelda for the PS3 and 360, I will not at all be surprised.5

The concerns of gamers have turned towards the business side of their play machines. This user aligns himself with a loyalty to the industry and appears to be willing to do anything one company tells him to do, while deriding a company for what he identifies as a lack of innovation. While appearing far more versed in the terms of their technology, contemporary gameplayers have no regard for the imposing, all-encompassing nature of the companies they contribute to.

"The stronger the positions of the culture industry become, the more summarily it can deal with customers' needs, producing them, controlling them, disciplining them, and even withdrawing amusement: no limits are set to cultural progress of this kind…As employees, men are reminded of the rational organization and urged to fit in like sensible people. As customers, the freedom of choice, the charm of novelty, is demonstrated to them on the screen or in the press by means of human and personal anecdote. In either case they remain objects."6



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.