Tuesday, October 19, 2010

What is a Game?

My class has recently brought up the topic of violence in video games and media. It is believed that media, especially video games, is causing a violence in real world society. However, I have reason to believe that violence is not caused by the video gaming industry according to A Media Studies Reader’s article: What is a Game?

In this article, Johan Huizinga finds a common theme in video games as well as normal games such as chess and poker. Huizinga finds that “games construct a ‘magic circle’ which separates the game from the outside world” (153). He goes on to say that no matter what happens in the game itself, it has no effect in the real world. For example, if one is playing a game of solitaire, no matter how long one plays the game or wins or loses the game, it will have no separate effect on the real life world. Thus, a “magic circle” is created around the gamer that creates a separation between the gamer and the real world.

Although Huizinga makes a great point about the matter of gaming, it is believed that some real life consequences can result from games. Edward Castronova, for example, argues Huizinga’s point of the “magic circle” by listing several consequences that games can cause. For instance, games require time to play that can take time away from other activities in life such as sleeping. Castronova adds that games can affect our moods and behavior. For instance, America’s Army is used as an effective recruitment tool for the United States Army (154).

Although both authors make a valid point, I am left to believe that gaming does not have a direct affect on violence in society. Although Castronova arguably proves that gaming can directly affect someone’s mood and decisions, there is still a “magic circle” that the gamer is aware of that separates the game from reality. Although the game can manipulate the gamer’s mood, the gamer is very aware of the boundaries of the “magic circle” that the game creates; because of this circle, it is unlikely for the gamer to make rash decisions based on a world or concept that the gamer knows is not real. For example, if a gamer is playing “Call of Duty”, a war game, and the gamers opponent has destroy the gamer, making the gamer lose the game, the gamer can become angry and enraged because he or she lost the imaginary game. However, the gamer will not become angry because he or she had lost real world supplies and lives. This is because the gamer is very aware that there is a “magic circle” that separates him or herself from the real world. Therefore, violence is arguable not caused by violent video games.

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