15. GAMES MAKE ME MURDER PEOPLE

       When required of a particular lobbyist group or media pundit, video games can quickly become a scapegoat for any current hot topic: primarily those of a violent nature. Blame has to be laid for justice to be found at all times, and that which people can't understand makes for an easy target. Angry parents who want their faces on television are quick to point the finger at video games for teaching their children how to swear or fire a gun. It is a given to them that video games are a teaching tool. This is a notion reiterated in the implementation of video game style simulators for the training of police, the military, and NASA. There is a simultaneous cultural rejection and acceptance of the medium as a learning tool. It is a problem when little boys are taught to kill, but it is expected when grown men are. Anti-video game activists seem set on abolishing the medium rather than appreciating the possibilities it presents. They are equally keen on admonishing mass media as a whole rather than acknowledging any amount of rational thought in their children, the would-be assassins. McMahan sets out to describe the notion of presence as

"the result of perceptual and psychological immersion. The first accomplished by blocking out as many of the senses as possible to the outside world and making it possible for the user to perceive only the artificial world… The second results from the user's mental absorption in the world"14.

She goes on to qualify presence as "users responding to the computer itself as an intelligent, social agent. Humans tend to do this, even though the consciously understand that such responses are illogical"15. These qualities of presence and immersion are illusory and dependent on a person functioning at an average intelligence level; one with an ability to differentiate reality from the virtual. The enhanced realism of certain games has become the new trump card in the fight to ban something from popular culture. While realisticness may add to one's ability to believe the diegetic goings-on, they still exist in a mediated world. Lobby groups should move to harness the educational power of a video game rather than write it off as a tool of mass mutilation training for the young.



| 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.