Saturday, February 11, 2012

Final Outlook on Violence in Video Games

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.                  

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.      

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.