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How Can We Study Game Content in the Class Room?
In this information age college departments encourage instructors to incorporate different media into classroom teaching sessions. So we strive to mesh more traditional class discussions, group activities, and lectures with relevant web sites, television and film clips and anything else we deem appropriate. You will notice I didn’t mention anything about games and that is because none of my old instructors or present colleagues use video game clips in their classes. At least that I know of. A few years ago, a professor mine mentioned the Medal of Honor series in a lecture about World War II, but that is about as far as it went. Of course as a video game researcher, I have used game clips in my classes on many occasions. In communications classes it is a bit easier. However non-mass com texts too often refer to video games as only violent, addictive, and popular.
Still, recently I have even begun to use them outside of communication classes, which presents special challenges. Those other media are fairly easy. You can always record television programming on a digital video recorder, pull the program off of network website, use Hulu, YouTube, and so on. Likewise you can rent or buy a DVD or use Netflix in order to play a film in class.
Games are no so easy. Yes, you can find clips on YouTube. However those clips may or may not be what you need for the class. So what you could end up with is a selection of cut scenes from various games and some segments of game play. Again, that may not be what you need. Likewise, you can search the Internet for other clips from games. Good luck finding that part you need. There are, however, a few studious gamers who have recorded not only the cut scenes, but the play through sessions as well. I found an entire play though of all episodes of Alan Wake on YouTube. They were great quality with no player commentary. Sweet.
Compare that to movies. Last semester I showed most of Spike Lee’s Bamboozled from YouTube. This semester YouTube pulled the clips due to copyright infringement. I have yet to see a video game clip removed for that reason, though publishers have every right to do so.
I digress.
If a teacher wants to use game footage in the class room and cannot find what he or she needs on the web, then the alternative is to play the game (or have someone else play) and record the sessions, something I did for my dissertation. This presents another set of challenges. If you wanted the class to watch the airport massacre scene in “No Russian” (Modern Warfare 2), then no problem, since that is at the beginning of a level. However, what if the scene you want resides in the middle of the game? Are you willing to play for hours just to get to that section? Probably not. If the scene footage were unlocked during game play, then perhaps you can go into the features section and play in again while recording. However, there are only a limited number of games that provide this feature (Alan Wake for example).
There has to be a better way.
If consumers can buy or rent DVDs of their favorite films and television shows, why can’t they for games? Obviously the first hurdle is that except for PCs, most games contain a single disc that is not compatible with standard DVD players. They only play in game consoles. Publishers could sell a separate disc for cut scenes or it could be included with the limited or special edition sets that are frequently available.
It may seem like I am asking a lot, but games are texts that have just as much cultural value as television, radio, and film, yet the bulk of those texts are lost to the player after the game ends. How can I go back and view a section of Alan Wake I played last night? I can’t unless I replay it. That’s not good enough. There is so much value to viewing cut scenes and game play. For example, I played “No Russian” for my writing students this past week and asked them to free write about it. The week before that they wrote summaries of a YouTube clip about the controversy over Six Days in Fallujah. There is no reason even assignments such as summaries, synthesis, outlines, and essays cannot be based on video game texts. Those texts just need to be available.
Cultivation Effects and Body Image in Gaming
I have to admit there are some beautiful characters in video games. Not only do they look great but if they were any more photo-realistic and good-looking I might just develop a complex. The men and women running around saving the nation/world/galaxy from evil are not only fearless, but the finest physical specimens you will ever see. And that’s a shame. In a media world where so many of the people we see have atypical body types we find that even our games display this skewed notion of what is beautiful.
Do you remember when the first Tomb Raider came out? There was a large outcry over Lara Croft. Simply put, she had very large breasts and a tiny waist. She was agile as a cat and mean with a shotgun. Over the years her body has come more in line with the rest of the (real) female world but if you look at her last major release, Tomb Raider Underworld, it’s clear she remains (nearly) as curvaceous and sexy as ever.
Croft is far from alone. Many main and secondary game characters all exhibit this same notion of what is beautiful. When I first played Dead Space, I found myself spending way too much time staring at Kendra Daniels. Darn EA (the publisher) for putting such a beautiful, and distracting, character in the game! There is an up side however to having so many characters in this category: more content is now available for study.
Thanks to this notion of body image and its effects on media consumers, there is quite a bit of research in mass media texts on this subject and rightly so. However it’s not just the women. The male body image has also been distorted over the years and there seems to be a marriage of the over-aggressive male with the hyper-masculine body type. From a 7-foot tall Master Chief to an overly muscular Marcus Fenix, gamers know some of the greatest heroes in game lore by their physical attributes. Now as a mass media researcher, I have ask what effects, if any, these beautiful people have on gamers. To put it another way: to what extent do these distorted images effect gamers perceptions of male and female bodies?
I am always cautious about using television theory for video games, but there have been a few studies involving cultivation theory and gaming that may be relevant to this discussion. Simply put, cultivation theory says that heavy television views will begin to believe that the real world resembles the tv world. Well, it is not quite that simple, but that is the gist of it. Now this theory has been applied to violence, racial and gender stereotypes, and body image (to name a few). The scant few studies available on cultivation and gaming have produced mixed results. Some reveal minor cultivation in subjects while others only see the potential for it. And while I do not want to go into details about those studies here, I will offer some thoughts about this whole discussion.
First, does genre matter? For television, cultivation theory asserts that all content carries the same messages. What matters most is how much someone watches television. If we translate that to video games, then playing a shooter should be same as playing an adventure game. Likewise, a role-playing game should have the same effect as a racing game. To be honest, I am not sure if some sports games are applicable but I will table that thought for now.
Second, the intense, visceral experience of game play is such that many times, there is no time to observe much of the environment or characters because we get swept up in the action. Gamers spend much of their time trying to “survive” in order to beat the level or finish the game. If you have ever played a few minutes of any recent Call of Duty game, then you know what I mean. How much might the fact that I spend most of my time shooting or trying not to be shot play into or mitigate the possible effects of cultivation?
Third, I read where the uncanny valley may also diminish the effects of cultivation. The uncanny valley (as it relates to video games) is the notion that when game character models reach the point where they look human, people will notice the little things that are not human in them and be turned off. However when the characters become human in all areas, then they are accepted again. Conversely, if game characters only look somewhat human, it is their human qualities that make then endearing to consumers. So do I need characters that are nearly human in order for cultivation to kick in? Or is it the case that the inhuman appearance and qualities of these characters leads me away from thinking that the game world is like the real world?
Of course like any other theory, cultivation has its critics (I won’t get into all that here). However I think it is certainly worth while to explore this issue. While race and violence may vary from genre to genre, it could very well be that body image could be the constant across genres. However consideration must also be given to the engrossing nature of game play, the uncanny valley, the aforementioned genres and other factors.










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