Can I Play?

So I was already annoyed today by the various reports (the linked one is from Gameranx) that Adam Lanza is a “deranged gamer” who was clearly attempting to rack up a “high score” because he used an excel spreadsheet to document “kills” for school shootings, but this is just so utterly silly that I can’t help but feel compelled to bash my head against something.

Apparently, the news tells us, that girls now play videogames. Yes, kids, girls play video games. Kotaku fortunately finds it as ridiculous as I do, and put together a mash-up of February 2013 news stories that tell us just this… and clearly also all borrowed from the same script. Yes, girls play games. In fact, about 42% of gamers these days come fully equipped with a female-oriented gender identity!

I guess I’m extra annoyed about the frivolousness of these reports because of the clear detachment that news agencies seem to have from the reality in which many of us live. And while I understand that as a female, a gamer, and an academic, my world is probably a good deal different from that of the average American, but I’d like to think that the people reporting the news to me aren’t really that… naive. And, frankly, I find it a bit upsetting when confronted with the fact that reporters, editors, and journalists take on stories they know absolutely nothing about.

I’m not asking them to become experts. I’m asking them to take five minutes to look something up on Google. Or even Bing. Just go ask the internet, because as unreliable as the internet can be, it at least provides more information than most people seem to have these days. I’ve written quite a bit about female gamers and games and violence in the past couple of months, and I’ve gotten questions from professionals like “But don’t you think young men don’t need more violence?” and “All the shooters have been young men… that’s who plays games.”

But with 42% of gamers being female, you’d think we’d then see 42% of violent shooters being female, right? Because I will guarantee you that most of those 42% of gamers are not just playing Cooking Mama (and yes, that is really a game). In fact, all the female gamers I know play Call of Duty, Gears of War, Dead Island, Resident Evil, Halo, Mass Effect, and so on. None of them play Cooking Mama (although clearly somebody does). Furthermore, the average age of gamers is 37. That  is also not the average age demographic of school shooters. It’s the age of young parents and professionals, people who play games to work out stress and relax after a long day at work or graduate school or being a stay-at-home-parent.

It’s also the age at which people are reaching complex conclusions about their personal ideologies, about their morals, and about where their lives have taken them. Gamers are sophisticated adults, mature people with mature conceptions of the world, and games are following suit.Sure, there are still kids who play games (plenty of them), and young men who enjoy shooters. But “gamers” can’t be pigeon-holed anymore, and seeing a news story that’s so far behind where the ball has come to rest that it’s just now announcing that “girls play games!” is disappointing and depressing. Because I want us to be at that stage of social acceptance where we no longer address activities as “male” or “female” oriented. I want to see us not only evaluating games as cultural artifacts responding to their social milieu, but as capable of moving beyond the basement-dwelling-young-male stereotype to recognize that “gamers” are really “people,” with as diverse backgrounds, interests, genders, sexualities, preferences, and politics as society at large.

And I want the industry to see this, too, and begin to reflect – outside of the indie market – the complexity of their consumer base. Just like films and books, games need to diversify their protagonists, their ideologies, and their mechanics to reflect what it is that all their players want, not just what the old stereotype is believed to want. And this is going to take more than just making women protagonists (although I’m in favor of that), because Lara Croft is still problematic, but it’s a first step that the industry desperately needs to take… or we’re going to have to keep hearing the shock in a newscaster’s voice when she says “GIRLS have now joined the gamer ranks!”

Think Like a Gamer

I was talking to a game designer I know the other day, and he said something interesting about violence in gaming: “The reason that we shoot people in games is because it’s the ultimate one-ups-man-ship….Ending someone’s life is the ultimate definition of power.” He went on to talk about how it would be really interesting to have a game where you as the player were incapable of killing your opponents, not because of ethical or mechanical considerations, but because – for instance – you were playing a race of beings (like angels, say) that simply couldn’t be killed.

What would our games be like if we were to face such constraints? What would the ultimate expression of our power, our victory, be like in the situation where we became incapable of permanently removing the (living) impediment to achieving our goal?

Our discussion seems to indicate that such a game would become more about stealth, about puzzle-solving, and about “traps” than it would about defeating enemies. It would – in many ways – become like the non-lethal tactics in Dishonored, Deus Ex, or the Thief series. More about brains and skill than brawn and hair-trigger reflexes.

But, more importantly, our conversation revealed that gamers see games much differently than non-gamers. Non-gamers see the plot, the narrative, the characters, the “dressing,” to use this particular designer’s term. Gamers see through the “dressing” and play with the mechanics of the game. In that situation, the virtual “people” become like the little dots in Pac-Man, points to chew through in pursuit of leveling up or reaching an achievement goal. The game is about understanding the mechanics, the tactics, rather than character and narrative immersion.

This is not to say that narrative and “dressing” aren’t important. They are. There’s a reason that there are gamers who won’t play games with graphic cutscenes. Sure, some gamers ignore the graphic violence or even like watching it (after all, Quentin Tarantino’s movies are enormously popular), but others won’t. Nevertheless, there is still a difference between the way gamers play games and non-gamers perceive games. A non-gamer – like my mom, for instance – sees Bioshock as a game that asks us to decide whether we kill or don’t kill a little girl. Gamers see that theoretically ethical question as a mechanical choice – “Do I want this immediate reward now, or do I want to see what Tennenbaum means when she says she’ll ‘make it worth your while’?” – about resource management (one that ultimately rewards the player for making the “right” choice).

And there’s no faulting either side. I don’t understand a lot of what’s happening in ballet, for instance, because I don’t understand the level of technical skill it takes to execute certain moves that to me appear rather simple but could be incredibly difficult. On the other hand, I don’t try to tell ballet dancers what they should and should not do in their performances. And that’s what this whole debate on the validity of games comes down to.

As an outsider, a non-gamer, you don’t understand how the game is working on a gamer’s psychology. You only see the player shooting other “people” and assume that such a scene must be enabling or at least anesthetizing the player to violence. But the player does not perceive the game the same way you do. They see what Ian Bogost calls the “procedural rhetoric” of the game: the structure that underlies not only the gameplay, but even the narrative, leading the player along the trajectory that will culminate in “winning” the game.

And this is why it bothers me so much that people who aren’t gamers are trying to legislate gaming. Why I find it disheartening that people who have never played a game are getting louder voices than those who play or build those games. Why I really hope that the people who will study the influence of gaming as a science – psychologists, etc. – will be (or at least will include on their teams) gamers. Because they understand how gamers think, and understanding how gamers think is vital to understanding how they are being influenced by the games they play.

Damsel in Distress

I’m talking about me, not Peach, and my distress is the kind that will end with me punching my way through the prison wall and navigating my way out through a maze of guards all by myself, thanks. But seriously, this is about Anita Sarkeesian’s project, Tropes Vs. Women in Videogames. Given how much space I’ve devoted to it here, the fact that I’ve blogged about how I’m getting kind of sick of the project, and the (finally!) release of the first video in the series just a few days ago, I don’t think any of my readers are going to be surprised that I’m going to post about it. The first video – Tropes Vs. Women in Video Games: Damsel in Distress: Part I – looks at the history of the trope in games from the 1970s forward, with Part II promising to deal with contemporary games. Like VGW’s Jen Bosier, I have “some mixed reactions about it.”

As the video opens, Sarkeesian does remind us that we can be both critical and enjoyably engaged – something that a lot of detractors of criticism tend to forget. And this is very important to remember. I can like playing a game (or watching a movie or reading a book) even though I recognize the things about it that bother me from an ideological and/or a methodological standpoint. Criticism does not equal (at least not always) inherent dislike.

Okay, so the purple female fox was switched to Starfox, but while it may be true that Crystal’s outfit change was completely unnecessary, I think there was probably more to the change than just wanting to eliminate her as a hero. For instance, using a known and popular hero (Starfox) probably made the game more marketable, as it already had an audience. While I do agree with Sarkeesian that Crystal’s transformation into a literally “foxy” damsel in distress was both problematic and unnecessary, I don’t think that the choice to turn the game into a Starfox sequel was not necessarily the worst choice they could have made.

It is totally valid to point out that Nintendo seems to have, as Bosier notes, a trend of passing over or changing female-hero games in favor of male-hero ones, and she says that “the cause/effect of this would make for a great discussion. Unfortunately, this is abandoned to instead discuss the history of kidnapped females and how they worked their way into video games.” And here I have to agree with Bosier.

Perhaps it’s just me, but if we’re watching to hear about games, do we really need to hear the entire history of the phrase “damsel in distress”? Also, if we do, why did we skip the entire genre of chivalric romance, which, oh, invented the trope in its present form? But that’s just my academic side having completely unnecessary fits for the sake of largely irrelevant historical accuracy. But seriously, the whole “damsel in distress” segment should probably be its own video, rather than a part of a videogame critique.

Overall, though, I think this series – which is hard to judge from Part I of a segment alone – might ultimately prove to be a good thing, even though I think that it’s overly simplistic in its approach. There were a lot of things I liked about it, and I think that she’s trying to take on a subject that’s enormously complex and reduce it to something she can put into small, 30-minute-or-less segments. And that’s no easy task.

I liked her point that Peach (from Super Mario Brothers) was once briefly playable, but that she hasn’t been since (outside of some of the multiplayer versions). This is a valid point – as is her remark that female characters tend to occupy the object-position to the male subject-position within a lot of games. Yes, this is true, but everybody – up to and including my proverbial uncle – knows these games exploit this trope to the level of the ridiculous: as Bosier says, “I don’t know a single gamer who would point to Peach or Zelda as accurate or compelling video game portrayals of women.”

But – again – I want to hear about what we can do now, how games are creating a problematic ideology now, rather than what happened in 1970s and 1980s arcade games (like Donkey Kong’s cutscenes of DK carrying the blonde up the ladders). While Peach is the proverbial “damsel-ball” between Mario and Bowser, and many games have picked up on and perpetuated the formula through the 1990s, I want to see how this trope has been changed – or, more frighteningly – if it hasn’t. And, as Bosier says, Sarkeesian doesn’t mention the positives: “Also, as an aside, for as much time as she spends discussing the damsels of the 80s, I noticed she didn’t mention that it was the same time period that also birthed Samus Aran.”

When we get down to it, what I really want to hear about is not a catalogue of games that use a trope that predates their creation by several thousand years. Yes, the damsel-in-distress trope is enormously problematic and rests on a cultural tradition of misogyny. But videogames are not to blame for its existence. They are also not the only medium to employ and perpetuate it – films, television, books, and so on are also horrible culprits. Yes, she acknowledges this, and I agree with Sarkeesian that appeal to tradition is no reason to perpetuate the trope, but I’m not sure I find as much value in the historical analysis that she’s doing here as I would be in seeing her critique current games that are still exploiting the damsel-in-distress trope (what she’s doing in Part II).

Now don’t get me wrong – I think there’s a lot of inherent value to doing a historical reading of this trope in games from the 1970s-1990s. In fact, the academic in me thinks that it would be a great way to examine the way in which our social practices with relation to the job-market and career-choices in the real world are being reflected by the frequency and type of damsel-trope exploitation in videogames. In other words, do these games accurately reflect the ideological conceptions of gender of their decades, or do they attempt to cling to outdated tropes… and why?

Sarkeesian does begin to approach the question of contemporary games, as when she discusses Nintendo’s 2007 Ocarina of Time – which, I have to say, has one of the more sexist commercials I’ve seen in a while… I mean, really? “Wilst thou get the girl? Or wilst thou play like one?” Not exactly a shining example of gender equality. Sarkeesian says that the use of the trope actively disempowers women in the games in which they are damsels in distress… and that it creates a dichotomy in which male characters can only be empowered when women are disempowered. She also says that male characters are allowed to escape their imprisonment – while women are expected to passively wait for rescue (usually by a male). And she’s absolutely right that this strips them, in the world of these games, of agency and even personality in most cases.

(Can I just say, in a side note, that Dragon’s Lair is awful? And Princess Daphne… I… I’m just not going to say anything, but did you see her [lack of] outfit?!)

Sarkeesian’s closing becomes a little too political, I think, for the kind of project she’s working on. Yes, she’s absolutely right that games are a reflection of our social practices, and that they can perpetuate harmful stereotypes. Absolutely. And she’s also right that developers can choose to have female heroes in their games. But I think that just making women protagonists isn’t the answer to the “problem” of the damsel-in-distress trope. The “problem” is in large part that it isn’t as simple as just making the hero female. For instance, Tomb Raider as a series doesn’t do a lot to remove the labels of either misogyny or objectification from videogames, and it has a female protagonist.

Like Bosier, I was left with “the burning question in my mind was simply, ‘What’s the point?’” Okay, yes, this trope exists, it’s a problem, but what do you want me to do with that? It’s the same question I ask my students when they present me with a catalogue of “look at this thing in this novel!” So what? What’s the actionable part of your thesis? Why is this relevant? Why should I care? As Bosier says, “My concern is that I really, really wanted this video to start a serious conversation. Not only start a conversation, but advance the conversation. This video merely states facts that are already known and with her constant referencing Peach and Zelda, it feels like we’re spinning our wheels.”

I want to make it clear that I’m supportive – despite my being rather tired of the constant invoking of Sarkeesian like some sort of martyr to the feminist-online-cause (and I am still sick of it) – of her work. I didn’t support the Kickstarter financially, but I do support her project spiritually, even if I’m not 100% on board with her methods or conclusions. As she says in the opening of her video, we can criticize things and still like them. But because it’s Sarkeesian, there are any number of people who have crawled back out of the woodwork to once again raise a trollish-level stink, as Gameranx notes in its piece from yesterday, “Comments Aren’t Disabled.” Because clearly that was so effective last time.

Ultimately, I think that this series will do more good than harm. In fact, I don’t think that beyond prodding the proverbial hornet’s nest of internet trolls, it will do much harm at all. While I would like it to be more critical, more engaged with the nuances of the industry, and more reflective of its purpose behind a vehicle for complaint, I think it’s far better existing than it would have been never to have been made. And I applaud Sarkeesian for her desire to make it. I’d like to see someone more familiar with the industry, more academic (or at least, more trained in formal critical practices), add to the conversation, but I’m glad Sarkeesian is making them. I also hope that other people – men, women, cisgendered folks – will join in the conversation, because as much as I support Sarkeesian’s project, I don’t want her to speak for all feminist, female, or non-standard-white-male gamers. I want her voice to be heard, yes, but I don’t want it to be my voice. So while I’m going to work on my small chirping from this corner of the academic feminist-gamer side of the world, I hope other people aren’t deterred either by the content of Sarkeesian’s work or the backlash that she’s receiving. I hope she inspires others to speak up and make videos and posts of their own, or to hunt down places (like The Border House or Stay Classy) where others are already doing so.

TLF: I’m a Feminist Gamer…

So yesterday this post of mine went up over at The Learned Fangirl: “I’m a Feminist Gamer and I’m Over Anita Sarkeesian.” Sarkeesian’s Kickstarter project and the backlash that she received for it were hot topics on the internet and this blog for a while, and at first I was a fan of hers. I thought it was great that she was doing and saying the things that she was because they needed to be said. I’m still glad she did – and those things still need to be said, discussed, and considered in the gaming industry and community.

But, as I explain at TLF, I’m getting to be a bit done with a lot of where the conversation has (not) gone. Rehashing wrongs committed against women and minority populations in gaming communities, while perhaps therapeutic for those involved and thus valuable, is not the conversation that the industry at large needs to be having. I’m also dubious about the kind of knee-jerk, boiled-down feminism that Sarkeesian’s tweets and posts often seem to evince. I’m hoping she does more with her series than the kind of simplified analysis I’ve seen so far, but I’m not holding my breath.

Speaking Out

So I’ve been swamped with personal and work-related business and haven’t posted here in a little bit… but also because I had a piece out for consideration with the “real media,” and wanted to hold off on repeating myself too much more until I knew whether it would be appearing in public or not.

It is. The Christian Science Monitor picked it up and has posted it today: “Stop blaming video games for America’s gun violence.” (Their title, not mine. I like cute titles. News sites do not. It’s a genre thing.) It’s a discussion that’s got a lot of attention today: Daniel Greenberg has a piece in The Atlantic offering support for the same position, a Louisville news site, on the other hand, attempts to leave the proverbial door open on that question, and over on DiabloInc, a poster asks fellow players if they view gaming as catharsis or “anger management.”

So now I sit back and hope that the internet is nicer to me than they were to Anita Sarkeesian. I have the feeling that most of them are going to be on my side (at least the ones that went after Sarkeesian will be), but there’s always a sense of trepidation when you broadcast yourself on public channels as opposed to these small, semi-private ones.

The whole experience has been interesting. I post here, and get a few friends to like it or share it,  and I post over at The Learned Fangirl from time to time, but even though they certainly have a broader reader-base than my little blog does, neither venue is anything like the CSM. So this is a little scary for me. I’m talking, loudly and on top of a very real media soapbox, about something highly controversial that not even my mother would agree with (no, really, my mother thinks I’m wrong – I wasn’t allowed videogames growing up, and especially not ones that included guns). I’m pretty sure I’m in the right here, but that doesn’t mean there might not be repercussions. And repercussions can be scary.

So I’m hoping that the internet is kinder to me than it has been to a lot of people. I’m hoping it will be reasonable (“hoping,” not “counting on”), and I’m hoping that tonight’s State of the Union will be similarly reasonable. I’m hoping that we aren’t entering a new 1980s-era age of paranoia and implicit censorship. I’m hoping that we’re able, as a society, to recognize the value in dissent of all kinds, in free speech, but also temper that with the acknowledgment that we need to base our treasured opinions in study and fact rather than paranoia and knee-jerk reactions.

An ‘Actual’ Post

I keep waiting for the furor around the supposed link between violence and videogames to dissipate, like most of our society’s other bizarre fantasies and fads, but for some reason, this one seems to be clinging more tenaciously than most. It’s not that I expect everyone to come to the sudden realization that games are not responsible for mass shootings, but, rather, that I expect the media and public figures to stop talking about it – thus allowing it to slip back into the subconscious of the nation.

But it isn’t. Instead, senators who have never in their lives played a game – or, in some cases, probably even sent an email without an assistant doing the typing and sending – continue to speak out publicly about how videogames are dangerous to society. Today, Kotaku posted a story whose title struck me as both sad and funny: “Video Games Are ‘A Bigger Problem Than Guns,’ Says Actual U.S. Senator.”

The title, in particular, makes me think that Kotaku’s writing staff is just as surprised as I am that people are still harping on this topic. The fact that the title contains the word “Actual” says a couple things to me. First, that Kotaku’s Jason Schreier is getting annoyed at the ignorance being displayed by the people discussing this issue. Second, that up until this point, Schreier had some small modicum of respect left for the US Senate. And that’s really where this story becomes sad.

As a nation, we look to the US Senate, the House of Representatives, the Supreme Court, and the Executive Branch to make reasonable, logical decisions about our laws for the good of the nation. And when members of those esteemed bodies start behaving like idiots, they undermine not only our opinions of them personally, but of the entirety of the institution.Schreier says, “Once again, this is an actual U.S. senator. An actual senator from the United States. That was elected to an office. This is a person who has a significant amount of power in this country, and he believes that video games are a bigger problem than guns.”

In this case, it’s bad enough that Joe Biden is “playing along” (pun intended) with calls from the NRA to investigate the ostensible link between violence and videogames (because I’ve killed SO many actual people with an Xbox controller… as opposed to an actual firearm…). But at least he’s willing to forestall his conclusions, saying that he wants to find out the facts first. Sure, the implication is that the entertainment/videogame industry are concealing those facts, but at least he’s willing to talk about facts instead of scaremongering… if we put aside the fact (as Schreier points out) that there are twenty-five years of facts already.

But Lamar Alexander is a completely different story. Alexander claims that videogames are… sorry, “video games is a bigger problem than guns, because video games affect people.”

I don’t even… First, “games” is a plural, not a singular, and my not-so-inner grammarian is having fits because a US Senator apparently can’t use proper verb forms. But more importantly, videogames are not problematic because they “affect people.” Yes, videogames “affect people.” So do novels, films, television shows, radio programs, and public speeches. So does art. In fact, art is designed to “affect people.” So are videogames. And they’re designed to “affect people” because they are a commentary on and product of the society out of which they arise. They demonstrate and seek to “affect” our value systems and our understandings of ourselves and others. And at their best, they want to “affect” us to become better people, a stronger society, a more cohesive and yet diverse community. At their worst, they are entertainment – color and sound on a screen that responds to the press of a button or key that temporarily makes us feel happy or sad, frustration or fiero.

Guns “affect people,” too. With bullets that move at speeds around 1,400 feet per second and with the capacity (in a small handgun) to cause internal bleeding, cardiac arrest, extreme pain, and death. They can be used to protect our lives and those of our loved ones, our nations, and our ideologies, yes, but they can also be used to steal our wallets, our dignity, our innocence, and our lives.

Tell me, senator, do you really think that games “affect” those who play them more than guns “affect” the people who are shot by them?

Speaking from Ignorance

Something interesting about the recent outcry against violent videogames is the fact that – as pointed out in Edward Castronova’s Exodus to the Virtual World, and by any number of game journalists, scholars, and developers, including Kotaku’s Stephen Totillo – the people speaking out most strongly against them don’t play videogames. They’ve maybe watched an hour or two of someone else playing the game and taken that experience as symptomatic of what they believe must cause violent behaviors. My personal favorite came from Ralph Nader’s response to Obama’s inaugural address, reported on Gameranx: that videogames are functionally “electronic child molesters.”

Aside from Nader, who is clearly unclear on the definitions of either “videogames” or “child molester,” I – sort of – understand where they might be coming from. I know that I say things while playing (particularly multiplayer) that in any other context would be considered rude, crude, and rather threatening (“Die, you bastard,” is a frequent pejorative). The tenseness of shoulders, the leaning-forward pose, the seeming (and sometimes genuine) rage all seem to indicate an increase in violent tendencies. Except that they don’t, in the same way that the vast majority of sports fans (who exhibit similar physiological responses) aren’t incited to violence by watching a game.

Nor are they incited to molest children, a behavior that not only is unrelated to violent videogame content, but isn’t actually included in any videogame I’ve ever played or heard of (although I’m sure some villain did it in something). From this point on, I’m going to ignore Nader’s commentary, even though it makes me ragingly livid and is one of the most egregious examples of hyperbolic mud-slinging I’ve ever seen. But back to addressing those people who are at least well-intentioned, if ignorant, as opposed to those who are so clearly out in left field that they may well have departed the surface of the planet.

In fact, the simulated violence found in videogames can be cathartic, and it can also – in the right game – produce an anti-violence response. Dishonored, for instance, is a game about assassination. It involves hordes of plague rats that devour the living and the dead (and you can summon them!). But you are also presented with the choice in the game to play “non-lethal.” To not kill ANYONE. In fact, you get an achievement for it. With every “assassination,” you always have a choice to not kill your target – and you can sneak about and avoid killing anyone else, too. Or you can play “high-chaos” and kill everyone… but that produces consequences. More disease. More rats. More things that want to kill you in return. Which tells me that the game is subtly encouraging an anti-violence ethos even as it allows you to play violently.

Other games – like Mass Effect – grant you Paragon points for making the more “ethical” choice (although they’ve tweaked that in ME2 and ME3 to be less about good and evil and more about “style” so that Shepard pretty much has to be good). Others, like Bioshock, have “good” and “bad” endings, based on the decisions the player makes (often whether to kill people or not). And even Grand Theft Auto contains the occasional character who expresses feelings of discontentment and guilt for robbing people, stealing cars, and shooting innocents.

In short, most games actually encourage the players to internalize an ethos that is decidedly non-violent, particularly against innocents. While it might be okay to shoot the enemy (or zombies, or weird insectoid aliens), it’s not okay to shoot the civilians. So while watching Gears of War for ten minutes might give the non-gamer “insight” into the frequency of gunshots and the spatter of alien gore, it doesn’t actually tell them about the total experience the gamer has by the end of the game – which is to say, doesn’t see the narrative of war-weariness that permeates the series and leaves the player fairly exhausted at the end of extensive play.

So my invitation – to anyone who believes games are causing violent behavior – is to play one, start to finish, and then see what they think. Maybe they’ll change their minds, maybe they won’t, but instead of making sweeping claims about videogames rotting the brains of the proverbial children, they would be able to experience what gamers experience. To understand before they criticize. And while I realize that some of the people who speak out against videogames now would continue to do so even after playing, I’m okay with that because at least then they’re speaking from experience instead of ignorance.

Regulate Guns, Not Games

As it turns out, my first post of 2013 is going to follow up on my last one from 2012, on the knee-jerk reaction to the tragedy at Sandy Hook claiming that school shootings are at least partly the consequence of violent videogames. This morning, Jeanine Celestin-Greer posted on Gamasutra about what she terms “violence against violent videogames.” In short, Celestin-Greer is concerned about videogames going the way of the Salem Witches – hung from the nearest large tree because someone panicked after eating bad rye.

Gamasutra reports that the IGDA (International Game Developers’ Association) responded to the call for research into the violence ostensibly produced by videogames spearheaded by Joe Biden – in essence, Gamesindustry International reports, agreeing to open-minded research into both the positive and negative impacts of gaming.They’re willing to play along, at least for now, in the name of appeasing the masses, but only because they know that legitimate, balanced research will show (as it has already shown) that games are not the root of the problem.

Celestin-Greer points out that people like to muddle along under the happy delusion that our world is not violent, and then when something tragic happens, they bemoan the decline of civilization and “try to understand why the world is ‘suddenly’ so evil and depraved.” The world has always had its evil. It has always been violent. We didn’t see mass genocide on the scale that we do now in the 1600s not because they didn’t have violent videogames (in fact, back then they made the argument that the theater, which we now consider a bastion of high culture, was causing violence in the streets), but because they didn’t have assault weapons and dirty bombs.

Celestin-Greer also makes the argument that there are plenty of people who play violent videogames who are not violent people – herself and (I hope) myself included. I have no interest in even owning a gun, much less killing anyone with it, but you can nevertheless find me playing first-person shooters on a fairly regular basis. Celestin-Greer observes that “people had also said that because the killer had Liked Mountain Dew, drinking Mountain Dew created murderers,” a fallacy equally as absurd, but – somehow – less likely to be believed.

Why? Put simply, because of something called cultural lag. The majority of people objecting to the influence of violent videogames are people who don’t play them. They’re people like my mom (whom I adore, but who doesn’t play games and still thinks that violent ones can cause violence), or like well-meaning senators and vice presidents who are calling for the videogame industry to “do something” about the violence in their games.

But no one is calling for the film industry or the television industry or the novel industry to do something about the violence rampant in their products. Murder mysteries, action flicks, and shows like 24 contain just as much if not more violence than your average videogame. Sure, they’re passive commodities rather than participatory ones, but they’re nevertheless violent. So why aren’t they targeted? Because we’ve grown used to them. When they were new, people were just as convinced that violent tv and movies were causing the degradation of society. Just like Stephen Gosson in the sixteenth century thought that going to a play was going to turn people into “Sodomits, or worse.”

And this is saying nothing about the fact that the nations with the largest ratios of violent crime, domestic abuse, and actual genocide are developing or third-world – and believe me, they aren’t playing violent videogames. Human nature is violent, and when unregulated, it will always be violent. Our instincts of hunting and survival make us that way, and the elimination of videogames is not going to change that. Celestin-Greer cites sports as an example of acculturated violence – and games are just another part of that.

Does that mean that all parents should allow their 5-year-old to play Call of Duty? Of course not, and Celestin-Greer agrees. Parents should regulate what their kids are playing in the same way that they should regulate what the kids are watching. But that doesn’t make the games inherently violence-inducing. They’re just another form of media, with the same cultural value and impact as any other type. We, as a society, just haven’t gotten used to them on the same scale: cultural lag.

Celestin-Greer makes some good points, but she’s not just defending games for her own audience, who are themselves likely to be gamers and already on her side of the debate. She’s trying to spur a movement. To cause gamers to speak out in defense of their violent games – although she very validly suggests that they need to do so reasonably: “Every time games are targeted, we need to always be there calmly proving them wrong.” And to a degree, since she inspired me to write this post, it’s working. But I don’t have the same level of concern she does that games will be banned or so strictly regulated that they might as well be banned.

First, the games industry is a multi-billion dollar industry. A triple-A title makes as much as a movie, maybe more, and the games that sell the best are the ones that people claim cause violence: Call of Duty, Halo, Gears of War. There’s too much money and far too many jobs at stake for first-person shooters to go the way of the dodo. Second, cultural lag. We’ve gone through this same type of reaction to every introduced form of media from ballads onward. We’ll get over it. Should we make an effort to introduce ourselves to the factual studies that demonstrate that violent videogames have no impact on our drive to shoot real live humans? Of course. But we don’t need to froth ourselves into a panic that we’ll never be able to play them again.

What we need to do is just move forward. Lag with catch up with us, the industry will innovate, and it will become even more evident than it is now that games are not the source of the problem. People are. Parents need to regulate what their kids are seeing and playing; adults in general need to take responsibility for their actions; nations need to see that global conflict and the violent propaganda that valorizes it contributes to small-scale domestic violence; lawmakers need to recognize that abuse within families is just as problematic as (and probably contributes to) lone gunmen. Maybe gun regulation or restriction is part of that answer. Maybe it isn’t. But the problems are to be found within a society that condones actual violence, not in one that uses fictive violence as an escapist outlet.

Peace On Earth, Not so Much Goodwill

Given the time of year, this seems an appropriate topic heading. And an appropriate topic, if a controversial one. In the wake of what happened at Sandy Hook, many people have expressed not only their condolences to the families affected, but have advocated for non-violence, gun control, and increased security of schools.

But some people have brought out the now-traditional strawman of violent videogames as the impetus for crimes like this one and the shooting at Columbine. On December 19th, TIME notes, “Senator Jay Rockefeller introduced a bill calling on the National Academy of Sciences to ‘study’ video game violence on children.” Fortunately, Christopher Ferguson (the author of the TIME piece) knows better. He refers to a recent study that demonstrates that, in fact, higher rates of videogame play actually seem to correlate to lower rates of gun violence, overall. While correlation is not causation, it certainly seems to indicate that videogame play does not cause increased incidence of violence. These findings have been insisted upon by gamers, developers, and even scholars (including Exodus to the Virtual World author Edward Castronova) for years.

But that’s not really the point I want to get at here, just the background to it.

On December 21st, two days after Senator Rockefeller’s proposal, Antwand Pearman held a “Day of Cease Fire for Online Shooters” in commemoration of the Sandy Hook victims. The point of this Cease Fire, Pearman says, is that “We are simply making a statement that we as Gamers are not going to sit back and ignore the lives that were lost. Instead we will embace [sic] the families with our love and support.” The Cease Fire was covered by GamerFitNation, Kotaku, Forbes, and others (listed on the Facebook page linked to above).

The Kotaku article includes the following note, as well:

The other note I got was from the publicity-loving anti-gaming ex-lawyer Jack Thompson, a guy who only makes it into the news when they are violent deaths (or when he’s being dis-barred). He believes games train kids to kill. He hadn’t e-mailed me since October, when he was trying to shame Best Buy into no longer selling Mature-rated video games.

Thompson wrote: “You people at Kotaku have blood on your hands. You have facilitated the infestation of an entire generation of young men who have now come of age, like this sociopath in Connecticut, who were raised on violent video games and who see the killing scenarios therein as a means of solving their problems.

“I warned you at Kotaku that a day like this would come, and now it has come. Congratulations. Hand sanitizers won’t ever room the blood on your greedy little hands. Jack Thompson, Miami”

Obviously, Thompson agrees with Senator Rockefeller. But, despite calling for a “Cease Fire,” Pearman does not. He did not call for the Cease Fire because he believes that violent videogames had any impact on the shooting. He called for it as a sign of respect for the families involved. He wanted to do something to show that he felt sympathy for them. A Cease Fire seemed – I imagine – a logical action to demonstrate that there is too much real violence in the real world. Kotaku’s Stephen Totilo quotes Pearman:

“When I thought of this cease fire I saw it as a means for gamers to come together and show their love and support the families. The one thing we can’t get in this world is peace. War will always rage on but in the virtual world we have an opportunity to be better. This isn’t something for the media it’s for the families and us.

“So what if people stop playing shooters for a day? It will be forgotten the next day. The point is that in that silence you’ll have time to listen to something you haven’t heard in a long time. Something you have been too busy to hear. Too social to notice and that’s…your Heart.”

But Pearman is wrong. First, his actions have not been forgotten. Perhaps in a week or a month or a year they will be, but both the positive and the negative will continue to resonate. The positive is obvious – showing respect and expressing sympathy with the people most impacted by a tragedy. The negative may be less so, but is all the more nefarious for its subtlety.

Mike Rougeau, also with Kotaku, followed up on the story with a report about one gamer who refused to cease firing. That gamer – Isaiah-TriForce Johnson, and yes, Rougeau tells us, that is his real name – believes that a Cease Fire plays into the irrational fears of people like Rockefeller and Thompson:

“I’ve been around gaming for a very, very long time and I’ve watched the media butcher video games and blame video games for a whole bunch of stuff that has nothing to really do with us, or the manufacturers, or the developers, the producers, the inventors — it has nothing to do with us,” he told me.

“The reason I think that the online ceasefire is a bad idea is because, as I said before, the media will take anything that we say and they will manipulate it,” he continued. “I think the media would take that and use it against him.”

And I see his point. Rougeau says that “when you fly a flag half-mast, you’re not blaming the flag. A moment of silence is not an accusation aimed at speaking,” and that may be true. However, no one is angry at flags to begin with. But when you have an industry – or, let’s say, a minority group – that people already fear or hate, then any action that might even obliquely align that group with negativity becomes a springboard for increased bias. For instance, early modern witch trials. Women were already marginalized, and when women became associated with witches, they became increasingly marginalized, even though the object of the trials was “witchcraft” and not “women.”

Now Rougeau is right that Pearman’s intentions are good, but Cease Fire will not be read by the “pundits and politicians who would use games as a scapegoat” as gamers saying, “we don’t care what you say about us. We’re going to show respect, and we’re going to do it our way.” It’s going to be read however they want it to be – that games are negative, and that they have the power to influence us into making irrational decisions about violent behavior.

My reaction is essentially summed up by one commenter, username PillBinge:

I actually think TriForce holds an intellectual persona (and actual intellect) that gamers should put forth. I have my views and I think they’re rock-solid, but that doesn’t mean people want to listen to me. In fact, arguing often comes down to how the two sides view each other as people, not the views.

“You and I both know Antwand means good,” TriForce said. “But we are in a very tense position in the nation right now. We’re really walking on egg shells, and anything we do or say will be used against us.”

I say let them try.

The first quote is very reassuring. But the Let them try part is a little worrisome. Don’t invoke someone else’s anger just because you’re right. Progress isn’t about stopping and fighting and antagonizing, it’s about moving forward and over obstacles.

In essence, thumbing our noses at “pundits and politicians” like teenagers is not going to get us anywhere. Thompson was not willing to listen to Totilo’s (admittedly self-reported) reasonable dialogue about evidence, and others like him are going to be equally recalcitrant about seeing Pearman’s actions as anything other than a tacit admission of guilt. We need to speak and act like adults, not call out “pundits and politicians” to a mud-slinging fight.

But I’m also not going to say that a Cease Fire is a bad idea. I think Pearman is both within his rights and a noble person for arranging a memorial like Cease Fire. I also think TriForce is right to be leery of participating – or, at the very least – leering of not speaking up about what Cease Fire is really intended to mean. It isn’t a call to arms for some sort of gamer rights, and it isn’t an admission of guilt – it’s a call for gamers to have their own version of a moment of silence, and that should be a good thing. I’m just afraid it isn’t going to play out that way.