23. MY MOM WENT TO CYBERSPACE AND
ALL I GOT WAS THIS LOUSY T-SHIRT

      Just recently, my father - 59 years old - got an e-mail account. He's been checking it daily and has even figured out how to read newspapers online; he's quite content. When I got my first video game system , an NES at the age of seven, I was really quite thrilled. My sister and I would spend hours playing while my parents were at work until we eventually completed Super Mario Bros. (a true coming-of-age moment amongst the net generation). On occasion, my father would sit down to take a crack at it and undoubtedly fail miserably. As I have witnessed in a number of people his age, digital technology is something approached with much apprehension. Although video gaming was developed as an electronic toy for children and teens, it is currently witnessing extreme popularity amongst men in their mid to late 20s. The market has never tried to close the generation gap, reaching out to my father and his fellow baby boomers, and has effectively aided in the creation of a digital divide. Foremost in the minds of game producers is the ability to attract and hold the attention of the youth market. In accomplishing this feat, they repeat the assumed wants of the young and continue the suffocating trends of the culture industry (witness, the nearly 100 Mario games released in the last 20 years). The need for true inventiveness at the level of content dwindles as:

the interactive games industry expands its appeal by weaving into games cultural practices that its young target audience already enjoys. As in the fashion and music business, the video game industry has had to contend with the style-conscious 'youth communities' that cluster around preferences for brands and genres20.

While appearing to be the next big thing, the games industry merely regurgitates the digested bits of late capitalist junk media. The fact that the target market of many games now is making its way to 30, is a result of the cycle in which the consumer is fed back the moments it has consumed through some sort of mass misdirection. Similar to the spread of bovine spongiform encephalopathy (i.e. mad cow disease - originated from the feeding of brain fragments back to cows as a form of protein), a continuous unchallenged acceptance of the media made available has dulled the present customer, making the remnants of cultural objects of the recent past appear good enough. I realize now why my father would rather listen to Frank Sinatra or play his guitar than try his land at level 2 of Mario Bros.
"It is still possible to make one's way in entertainment, if one is not to obstinate about one's own concerns, and proves appropriately pliable"21.




| 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.