Violence in video games are a big part of popular culture. The theories developed concerning popular culture coincide directly with the topic. Stereotypes held for violent video games and the people that play them, have grown incredibly powerful. These games have been the blame for many real life violent acts of murder and assault. The people that play violent video games have been stereotyped as disturbed, violent, and outcasts; regardless of the truth. These games have become a ritual within many households. Despite the violent nature of the games, and the negative stereotypes; Violent video games will become more acceptable in the future, because the ritual will continue to grow. Violent video games all follow a strict formula, and rarely do any games follow an alternative script. These video games attract individuals, because of the person's desire to be a hero. Violent video games put the gamer in the position of a hero, and set up a formula for them to defeat the enemy.
I was very interested to understand the aspects that drive individuals to play violent video games. If I were to not examine this ritual, I would easily develop a very negative stereotype. I found that the desire to play the games is not driven by a desire to kill, destruct, and release anger/aggression. Instead, I found that individuals love being a hero. The gamer thrives on accomplishing objectives within the game's formula, and displaying all the characteristics of a hero. Even though the games are violent in nature, the gamer has many other reasons for playing them.
I have a much different outlook on violence in video games after conducting my analysis. I no longer have a negative stereotypes towards the games, and its users. I do however, believe that violent individuals could be attracted to the games for the wrong reasons; I just do not believe that they are a cause for acts of violence. Instead of viewing the games as an act of young-male's addiction to violence and aggression, I see the games as addictive formulas. The games follow a formula that will always appeal to to a certain part of the brain. I believe that violent video games will remain a ritual. There will always be slight adjustments made to an existing formula for future heroes to follow.
Popular Culture
Saturday, February 11, 2012
Friday, February 3, 2012
Formulas in Violent Video Games
All violent video games follow a basic formula. I have picked three common formulas that are frequently followed, and provided an example for each.
The first formula I will discuss is based on current affairs and war-type scenarios. This formula is usually based on the United States fighting against another country. The United States will be unable to resolve issues with another country. One country will resort to war and invade the other country. The person controlling a character will choose sides, and fight against the other country's enemies. There will be different goals, and missions that will need to be accomplished. The game will end with one final battle or mission defeating the enemy country. Battlefield 3 follows this formula. United States goes to war with Russia. The user controls an American soldier, and has to accomplish different goals to defeat the enemy. The game ends with one last mission resolving the problem.
The second formula I will discuss is based on alien invasion. Aliens will unexpectedly invade earth, and strive to exterminate the human race. The alien invaders will attack in different waves. Each wave will be harder, and more difficult to defend than the last. As the gamer progresses they will unlock more powerful weapons to defend against the next wave. The gamer can withstand all of the alien's waves and remain victorious. Space invaders follows this formula. This games focuses on using firepower to defend yourself from alien invasion. As the waves get more difficult, you acquire more weapons. The game is a fight for survival, and possibly defeating the intruders.
The last formula I will discuss is based on evasion and survival. The gamer will control a character whom has been held captive. The character will have to evade their captives and defeat all enemies. The character must accomplish objectives while saving other prisoners. The game will end with the character saving their fellow prisoners, defeating the enemies, and attaining freedom. Oddworld follows this formula. In this game the characters starts out as a prisoner on another planet. The character must fight off enemies to evade his captives. The character becomes a hero, and frees his fellow prisoners. He defeats the enemy, and acquires their freedom.
These formulas give the gamer a reason to fight. Usually the gamer is fighting for a just reason, giving the character a right to commit such acts of violence. This could give this artifact more respect. If the violence is serving a valid purpose, then it is not senseless murder. The people that are playing these video games may not be perceived as easily provoked violent individuals. The formulas give the gamer a purpose, and step-by-step objectives to complete. Without proper formulas the game would seem inconsistent, and purposeless. I now have a better understanding of violent video games. I feel that if I were ever able to develop a game myself, I would be able to develop a proper story line. No matter what current affairs are taking place, violence will always be a part of humanity. As long as the violent video games follow a formula that is fighting for a good cause, I believe they should be accepted.
The first formula I will discuss is based on current affairs and war-type scenarios. This formula is usually based on the United States fighting against another country. The United States will be unable to resolve issues with another country. One country will resort to war and invade the other country. The person controlling a character will choose sides, and fight against the other country's enemies. There will be different goals, and missions that will need to be accomplished. The game will end with one final battle or mission defeating the enemy country. Battlefield 3 follows this formula. United States goes to war with Russia. The user controls an American soldier, and has to accomplish different goals to defeat the enemy. The game ends with one last mission resolving the problem.
The second formula I will discuss is based on alien invasion. Aliens will unexpectedly invade earth, and strive to exterminate the human race. The alien invaders will attack in different waves. Each wave will be harder, and more difficult to defend than the last. As the gamer progresses they will unlock more powerful weapons to defend against the next wave. The gamer can withstand all of the alien's waves and remain victorious. Space invaders follows this formula. This games focuses on using firepower to defend yourself from alien invasion. As the waves get more difficult, you acquire more weapons. The game is a fight for survival, and possibly defeating the intruders.
The last formula I will discuss is based on evasion and survival. The gamer will control a character whom has been held captive. The character will have to evade their captives and defeat all enemies. The character must accomplish objectives while saving other prisoners. The game will end with the character saving their fellow prisoners, defeating the enemies, and attaining freedom. Oddworld follows this formula. In this game the characters starts out as a prisoner on another planet. The character must fight off enemies to evade his captives. The character becomes a hero, and frees his fellow prisoners. He defeats the enemy, and acquires their freedom.
These formulas give the gamer a reason to fight. Usually the gamer is fighting for a just reason, giving the character a right to commit such acts of violence. This could give this artifact more respect. If the violence is serving a valid purpose, then it is not senseless murder. The people that are playing these video games may not be perceived as easily provoked violent individuals. The formulas give the gamer a purpose, and step-by-step objectives to complete. Without proper formulas the game would seem inconsistent, and purposeless. I now have a better understanding of violent video games. I feel that if I were ever able to develop a game myself, I would be able to develop a proper story line. No matter what current affairs are taking place, violence will always be a part of humanity. As long as the violent video games follow a formula that is fighting for a good cause, I believe they should be accepted.
Thursday, February 2, 2012
Journal Article Analysis
Grunge, Riot Grrrl and the Forgetting of Women in Popular Culture, by Catherine Strong is addressing the disappearance of the woman’s role in popular culture; more importantly the disappearance of the woman’s role in “grunge” music. The article focuses on what riot grrrl was exactly, the reasons behind the mysterious disappearance of woman’s contributions, and interviews taken from 43 participants involved with the music scene during the grunge era. Catherine Strong compares the similarities between the two genres; riot grrrl, and grunge. She approaches the issue with many methods; taking every possibility into consideration. She suggests that female musicians mainly produce “pop” music rather than “serious” music that some male bands create. She proposes that male reporters during the grunge era and current times may find more interest in male performers. She also puts forward that men may be better at leaving a legacy; creating, and maintaining archives/catalogs. The interviews supported Catherine Strong’s theory of the disappearance of women’s role in grunge music. The interviews taken were proof that the female bands of the era were not acknowledged, and even forgotten (Strong, 2011).
During the grunge era starting in the early 90s, “riot grrrl” started out as a group of females joining together within the music scene. Catherine Strong explains, they joined together to address major issues that were viewed as taboo or embarrassing previously in time. The movement held protests, and made appearances to address major female related issues. Rape, sexism, and abortion were important topics that “riot grrrl” addressed. Eventually the “riot grrrl” movement transformed into a genre of music. Such bands as Bikini Kill and Bratmobile are the most notorious bands within in the genre, and some individuals believe they are responsible for its existence. The article address how today’s culture has forgotten about “riot grrrl’s” impact on society has been forgotten over time. She provides the reader with 43 interviews confirming her accusation. The interview proves that most people that were even involved in the “grunge” scene have forgotten the female artists. This is powerful and alarming evidence. If the “grunge” enthusiasts do not remember the “riot grrrl” movement, then average music listeners may never hear of its existence at all. Catherine Strong’s analysis concerning the issue strongly suggests, among other things, that men’s actions and views are to blame. Male reporters and publicists favor male musicians and activists, leaving little evidence of the women’s role for future generations to remember. She suggests that men’s involvement and interest are stronger than females, outweighing the importance of women’s role. Lastly, she suggests that men put forth more effort to secure their legacy by properly archiving/cataloging. She does a very good job at providing many different possibilities for the occurrence. Most importantly, Catherine Strong addresses the issue. There may not be an exact reason, and her goal was not to acquire one. She is simply attempting to grasp the public’s awareness (Strong, 2011).

Catherine Strong does not blame the disappearance of woman’s role in popular culture on one group of individuals, and does not settle on one explanation for the problem. I do agree with the fact, that the situation is taking place. The women’s role in the “grunge era” as “riot grrrl” was huge, important, and influential; however the legacy has been erased. I feel that women’s role could have been forgotten because of the difference in popularity, or women’s lack of interest as time progressed. Even though “riot grrrl” was popular during this era, I feel that the popularity diminished at a faster pace than male musicians. The reason for this disappearance could be that people do not still enjoy the music at this point in time. If woman maintained their interest in “riot grrrl”, perhaps the legacy would be stronger. In order for a piece of history to evolve into a popular culture artifact, it needs to be significant and strong enough to demand popular culture’s attention. “Riot grrrl” may have lost people’s interest over time. If individuals are still interested in the genre, they are not taking any procedures to expose and preserve the artifact. I do however; believe that since “riot grrrl” was such an important part of popular culture and the grunge era, something should be done to mark it in history.
I feel that this article addresses a very important issue in popular culture. After reading this article, I have found that women are being forgotten in popular culture. The female bands of the grunge era were very big and influential for their time, but the legacy has been forgotten. This unfortunate situation is creating a flaw in the history of music. There is not for certain anything or anyone that can be held responsibility for this mistake; but archivists, publicists, and sexism could be to blame. If women’s’ contributions are not going to be accounted for in popular culture, a piece of important history will be lost. The records of popular culture, and education on the topic will be inaccurate; possibly leaving woman with less pride, and little knowledge of their contributions. This is an interesting topic that should grab authors, musicians, publicists, and the public’s attention. If our culture becomes more aware of this situation, the disappearance of woman’s roles should be relocated and never forgotten.
References
Strong, Catherine. “Grunge, Riot Grrrl and the Forgetting of Women in Popular Culture.” Journal of Popular Culture, v. 44 issue 2, 2011, p. 398-416.
Saturday, January 28, 2012
Heroism in Video Games
The majority of video games all have one thing in common; They all have heroes and villains. The individual playing the video game is usually controlling the hero, while having to overcome obstacles and fight villains. Players admire the hero, and enjoy being able to actually control the hero in the video game. The hero is usually fighting for a good cause, and the whole world does not know that the situation is taking place. The hero is not a celebrity, (doing good for fame or fortune) he simply has the drive, motivation, and compassion to display such acts. A hero named Munch has to fight for survival in the video game titled Oddworld: Munch's Oddysee, released on Xbox in 2001. The game centers around a hero named Munch. Munch finds himself trapped on a different planet, and he has to run and fight for freedom. Munch is very capable of escaping his captives in the game, but he decides to free all of his fellow prisoners before his departure. Munch displays acts of heroism the entire game by freeing his species, and defeating an evil enemy. He could of freed himself but his selflessness and compassion inspired him to become a hero ("Oddworld", 2001).

Our culture loves its heroes, and I believe everybody has some desire to become one. With virtually all games centering around heroism, I believe that says a lot about our culture. Our culture is obsessed with heroism, both the aspect of admiration and the willingness to do good. I believe that even violent 1st person shooting games contain the essential theme of being a hero. Our culture thrives on over coming obstacles, being courageous, and having some type of skill. Even the most evil of people receive some sort of fulfillment from helping out others. Helping others, conducting selfless service, and doing good triggers some type of sensation/emotion in everybody These video games are artifacts that help define today's culture.
Munch's Oddysee. (2001). Oddworld's Inhabitants. Retrieved from http://www.oddworld.com/games-new-parent/munchs-oddysee/ on January 28, 2012.


Our culture loves its heroes, and I believe everybody has some desire to become one. With virtually all games centering around heroism, I believe that says a lot about our culture. Our culture is obsessed with heroism, both the aspect of admiration and the willingness to do good. I believe that even violent 1st person shooting games contain the essential theme of being a hero. Our culture thrives on over coming obstacles, being courageous, and having some type of skill. Even the most evil of people receive some sort of fulfillment from helping out others. Helping others, conducting selfless service, and doing good triggers some type of sensation/emotion in everybody These video games are artifacts that help define today's culture.
Munch's Oddysee. (2001). Oddworld's Inhabitants. Retrieved from http://www.oddworld.com/games-new-parent/munchs-oddysee/ on January 28, 2012.
Sunday, January 22, 2012
Violence in Video Games Part II
Violent video games have become a ritual for many people in today's culture. I have noticed that I have come accustomed to playing 1st person shooters immediately after coming home from work, almost every night. I have also noticed that other people have taken on this ritual too. There are also many stereotypes that come with avid video game players, and the effects that they have on the players. The stereotype of a video game player can be perceived as an introverted, semi-intelligent, less-popular individual. Or, a person that has a violent past and future. Individuals that play violent video games can be feared by others due to the power of the negative stereotype.
The stereotype of violent video games/players has given the video games/players a negative look. This stereotype has grown to be so powerful, that parents have taken away the video games from their kids. The use of violent video games has also been blamed for murders/violent acts. But, the fact that these games has become a ritual is counteracting the negative stereotypes. While these video games/players are getting perceived in a negative way, it is also becoming more acceptable due to the amount of people that are playing them. I feel that even parents are playing these games. This could sway their opinion of the games in regard to their children using them. Even though the violent stereotype has been given to avid users, almost every middle aged male is playing them. People may not believe they are so harmful if it is such a popular ritual.
I have learned that not only are these violent video games a popular artifact, they have become a popular household ritual as well. I feel that because they are a ritual, they are only going to grow in popularity. People are going to feel more comfortable and accepted for playing these games for longer periods of time. The more people that adopt violent video games as a ritual, the less negative stereotypes there will be. Even though the stereotype is so intense and negative, it will diminish over time.
The stereotype of violent video games/players has given the video games/players a negative look. This stereotype has grown to be so powerful, that parents have taken away the video games from their kids. The use of violent video games has also been blamed for murders/violent acts. But, the fact that these games has become a ritual is counteracting the negative stereotypes. While these video games/players are getting perceived in a negative way, it is also becoming more acceptable due to the amount of people that are playing them. I feel that even parents are playing these games. This could sway their opinion of the games in regard to their children using them. Even though the violent stereotype has been given to avid users, almost every middle aged male is playing them. People may not believe they are so harmful if it is such a popular ritual.
I have learned that not only are these violent video games a popular artifact, they have become a popular household ritual as well. I feel that because they are a ritual, they are only going to grow in popularity. People are going to feel more comfortable and accepted for playing these games for longer periods of time. The more people that adopt violent video games as a ritual, the less negative stereotypes there will be. Even though the stereotype is so intense and negative, it will diminish over time.
Sunday, January 15, 2012
Violence in Video Games
It is a popular belief that violent video games have negative effects on young adults. With the majority of the population having little knowledge of the studies that have been conducted, we automatically assume or even blame these games for real life violence. We hear from other people or even news reporters that people involved in violent activity were actively engaged in violent video games prior to their acts of violence. We assume that the games could promote such activity, and this popular belief has spread through out our culture.
Studies have in fact been conducted to evaluate the effects of violent video games on the users. Grace Shin, author in popular culture, reports that a study was conducted on 227 students at a university. The analysis concluded that the majority of students with police records concerning violent behavior, grew up devoting their time to violent video games. The study also concluded that prolonged usage of these types of games raises the user' heart rate, and lowered the student's GPA. In April of 2009, the famous Columbine shooting took place. The two students conducted the murders and acts of violence were extremely devoted to a violent video game entitled Doom. It was reported that those students spent such a great deal of time playing that game, that they found a way to alter the game play. They changed the game so that the enemies could not defend themselves, and had unlimited ammunition. Such studies may indicate that this popular belief is valid.
It is important to understand that popular belief may not always be true. There are many other examples of popular belief that are not necessarily true. Many different types of diets and techniques to lose weight have been adopted as a popular belief. These diets have been proven false by many nutritionists. Nutritionists have even proven that the diets are a risk to people's health. Due to popular belief these diets will remain a part of our culture. Popular belief is inevitable, so it is up to our culture to determine their validity.
References
Shin, Grace. (2003). Video Games: A Cause of Violence and Aggression. Serendip. Retrieved from http://serendip.brynmawr.edu/exchange/node/1723 on January 15, 2012.
Studies have in fact been conducted to evaluate the effects of violent video games on the users. Grace Shin, author in popular culture, reports that a study was conducted on 227 students at a university. The analysis concluded that the majority of students with police records concerning violent behavior, grew up devoting their time to violent video games. The study also concluded that prolonged usage of these types of games raises the user' heart rate, and lowered the student's GPA. In April of 2009, the famous Columbine shooting took place. The two students conducted the murders and acts of violence were extremely devoted to a violent video game entitled Doom. It was reported that those students spent such a great deal of time playing that game, that they found a way to alter the game play. They changed the game so that the enemies could not defend themselves, and had unlimited ammunition. Such studies may indicate that this popular belief is valid.
It is important to understand that popular belief may not always be true. There are many other examples of popular belief that are not necessarily true. Many different types of diets and techniques to lose weight have been adopted as a popular belief. These diets have been proven false by many nutritionists. Nutritionists have even proven that the diets are a risk to people's health. Due to popular belief these diets will remain a part of our culture. Popular belief is inevitable, so it is up to our culture to determine their validity.
References
Shin, Grace. (2003). Video Games: A Cause of Violence and Aggression. Serendip. Retrieved from http://serendip.brynmawr.edu/exchange/node/1723 on January 15, 2012.
Thursday, January 12, 2012
Icons
Michael Jordan, Marilyn Monroe, and the peace sign are three examples of contemporary icons. According to Michaeljordansworld.com, Michael Jordan played 15 seasons in the NBA. He won 6 championships, 5 League MVPs, and 10 scoring titles. Michael Jordan was awarded to be one of the top 50 players of all time, and has his own line of shoes and clothing apparel ("Michael Jordan Career Facts, 2012). According to US History.com, Marilyn Monroe lived from 1926-1962. She starred in 30 movies, started her own motion picture company, had ties with the presidents of her time, and won the Golden Globe Awards' "World Film Favorite" award ("Performing Arts, 2012). The peace sign is a circle that has a vertical line down the middle with downward sloping lines coming out each side. According to Teachpeace.com, the symbol was created in 1958 to symbolize a person with their hands down. The symbolic meaning of a person with their hands down, is a person calling a seize fire (Teach Peace Moment: Peace Symbol History, 2012).
Michael Jordan is a popular culture icon because he represents athletics; More specifically, basketball. Michael Jordan is considered one of the best basketball players to ever play the sport of basketball. His popularity grew to such an extent, that his shoe and clothing line remains popular today. People that are not familiar or interested in basketball know who Michael Jordan is, and he symbolizes the sport of basketball. I chose Michael Jordan as an icon because when I think of athletics, Michael Jordan is the first athlete I think of.

Marilyn Monroe will remain as a popular culture icon mainly due to her beauty. She symbolizes femininity, beauty, and high-class fashion. Pictures of Marilyn Monroe can be found in many stores, and when thinking about beautiful woman, she comes to mind. Her talent and looks made her an icon, and she will always be remembered. I chose Marilyn Monroe as an icon because of her beauty. When I think of a beautiful woman, I think of her.
The peace sign grew to be a popular culture icon. The peace sign was used to promote peace during times of war, and conscientious objection. The peace sign developed into a hand gesture that was commonly used in protests and gestures against the war. This is an icon that symbolizes a powerful stance, and the majority of the population is aware of its meaning and significance. I chose the peace sign as an icon because when I think of a symbol, the peace sign is the most significant.

References
Michael Jordan Career Facts. (2012). Retrieved from http://www.michaeljordansworld.com/the_facts.htm on January 12, 2012.
Performing Arts. (2012). Retrieved from http://www.u-s-history.com/pages/h3712.html on January 12, 2012.
Teach Peace Moment: Peace Symbol History. (2012). Retrieved from http://www.teachpeace.com/peacesymbolhistory.htm on January 12, 2012.
Michael Jordan is a popular culture icon because he represents athletics; More specifically, basketball. Michael Jordan is considered one of the best basketball players to ever play the sport of basketball. His popularity grew to such an extent, that his shoe and clothing line remains popular today. People that are not familiar or interested in basketball know who Michael Jordan is, and he symbolizes the sport of basketball. I chose Michael Jordan as an icon because when I think of athletics, Michael Jordan is the first athlete I think of.
Marilyn Monroe will remain as a popular culture icon mainly due to her beauty. She symbolizes femininity, beauty, and high-class fashion. Pictures of Marilyn Monroe can be found in many stores, and when thinking about beautiful woman, she comes to mind. Her talent and looks made her an icon, and she will always be remembered. I chose Marilyn Monroe as an icon because of her beauty. When I think of a beautiful woman, I think of her.
The peace sign grew to be a popular culture icon. The peace sign was used to promote peace during times of war, and conscientious objection. The peace sign developed into a hand gesture that was commonly used in protests and gestures against the war. This is an icon that symbolizes a powerful stance, and the majority of the population is aware of its meaning and significance. I chose the peace sign as an icon because when I think of a symbol, the peace sign is the most significant.
References
Michael Jordan Career Facts. (2012). Retrieved from http://www.michaeljordansworld.com/the_facts.htm on January 12, 2012.
Performing Arts. (2012). Retrieved from http://www.u-s-history.com/pages/h3712.html on January 12, 2012.
Teach Peace Moment: Peace Symbol History. (2012). Retrieved from http://www.teachpeace.com/peacesymbolhistory.htm on January 12, 2012.
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