Monday, 2 January 2012

ADDITIONAL WEB RESEARCH


One could argue that as humans we are intrigued by violence, and it is probable that this fascination “satisfies some basic human needs. The adrenalin rush, the satisfactions of imagination, fantasy, and vicarious adventure, probably explain why millions of nonviolent people enjoy violent entertainment.”


Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000)


https://docs.google.com/document/pub?id=1XNSfF06GjbHS7YohCcOP3V69sqm0-svpjg6zZB0tUZA&pli=1

 
whether images (or language) are a faithful, mimetic mirror of reality thereby offering some unmediated truth about the world, or conversely whether images are a separate, constructed medium thereby standing apart from the world in a separate semantic zone. (Galloway, 2004: 1)


in-game representations of Arabs and Muslims have to be contextualized in a broader narrative structure that covers Islam as it appears in news and popular media (Karim, 2006; Pintak, 2006; Poole, 2006; Said, 1997; Shaheen, 2000; Wingfield and Karaman, 2002). The dominant mode of representation of Arab and Muslim cultures in European and American media generally exploits stereotypical generalizations and clichés.

On the screen, the Muslim Arab continues to surface as the threatening cultural Other ... He/She lacks a human face and lives in a mythical kingdom of endless desert dotted with oil wells, tents, run-down mosques, palaces, goats, and camels. (Shaheen, 2000: 2, 4)
Video games, as 'cultural artifacts', presumably do not stand outside of these broader tendencies.
Representation of enemy

In the majority of action games (especially first-person shooters), the point of the game is to kill 'others', who typically are 'one of them' (Dahlberg, 2005). The key question, then, is how the 'Others' are constructed by the game.


http://www.bfi.org.uk/filmtvinfo/publications/16+/pdf/censorship.pdf

Stereotypes of Arabs and Muslims in the media are not new. They have been a persistent part of discussing the Middle East, terrorism, and Islam. These stereotypes are not restricted to Hollywood films or news media broadcast but also occur in video games

http://insideislam.wisc.edu/index.php/archives/10980

Religion and technology: video games in the Arab world and beyond - Interview with Vit Sisler




Several successful games have laid-down patterns that reproduce themselves for ages - for example Doom defined the first-person shooter genre as early as 1993, Dune 2 did the same for real-time strategy genre in 1992, and so on. Each genre implies its own rules of game play, which extend to its representational politics. Secondly, games are produced with their consumers in mind and tend to reflect their expectations and tastes. So, the prevalent notion of the Middle East and Islam as it appears in popular culture and people's imagery is extended into video games. Finally, the economic factor could play a role. Western video games have not been marketed to Middle Eastern countries because of a lack of copyright enforcement there. In Damascus or Cairo you can buy whichever game you want, but it is mostly a copy. So, the producers were generally not concerned with Arab and Muslim audiences' perceptions of their games. Actually, though, it seems that this is going to change...

But, since there is no or limited academic interest and media critique of these games, the stereotypes and clichés are more overt and prevalent in video games. Also, the technological limitations of the medium have to be taken into account.

...but the only interaction possible with the Arab/Muslim characters is to fight them. Moreover, these characters' behavior is governed by artificial intelligence, which follows rules set by the designers - so in many games they fight in an undisciplined way, laugh mockingly after they kill someone or wave AK-47s above their heads. In short, they exemplify 'unlawful combatants' whose activities are considered to be criminal acts. Thus, the misrepresentation is embedded even on the level of a simulation and the rules of the game itself could convey an ideological message to the player. This form of persuasion is unique to video games.




http://religion.info/english/interviews/article_413.shtml

Broadcasters fail to fully represent the range of Muslim voices in Britain, the head of Channel 4 news and current affairs, Dorothy Byrne

"making sweeping generalisations about Islam"



http://www.guardian.co.uk/media/2008/nov/20/raceandreligion-channel4


'Muslim Massacre' video game condemned for glamorising slaughter of Arabs


http://www.telegraph.co.uk/news/uknews/2776951/Muslim-Massacre-video-game-condemned-for-glamorising-slaughter-of-Arabs.html

Demonizing Muslims on screens large and small.

The Arab Other through the eyes of gamers
A new medium, a creation of the digital era, exerts a powerful hold on the minds of the young.
The computer game employs today’s fast processors coupled with the digital imaging technology that have erased the differences between the real and the virtual on the screens before our eyes.
And because boys have always been fascinated by war and things martial, the hottest and largest segments of the gaming market enable the participant to join in virtual combat, slaying enemies in gruesome, flash-rending ways.

Teyon may choose to call Heavy Fire an “Explosive Arcade Experience on WiiWare!”, but a more apt description would be “Arab shooting gallery.” Whatever narrative or thematic values we may find in games like Call of Duty 4, however meager, are jettisoned in Heavy Fire. This game puts a gun in your hands and a collar around your neck; then it locomotes you from one terrorist-infested location to the next, always directing your attention to the next target. Your job is simple: kill or blow up as many Arabs as you can.


http://richardbrenneman.wordpress.com/2010/08/08/demonizing-muslims-on-screens-large-and-small/

'The portrayal of muslims in video games'

An article on the way Muslims have been portrayed in videogames since the 80s.

Videogames have, often enough, contributed to this rhetoric, but games also complicate and even undermine such universal hatred. Like TV and Hollywood movies, the purposes of videogames are to make money, and to entertain. But that's not all videogames do - games can also teach us how to think about "other" peoples, how to hate "bad guys," and, once in a rare while, how to take a second, more critical look at the Us vs. Them dichotomy that we've been handed by other parts of our culture.


http://fantasyhotlist.blogspot.com/2010/08/portrayal-of-muslims-in-videogames.html

http://grabstats.com/statcategorymain.asp?StatCatID=13

Friday, 30 December 2011

HISTORICAL TEXT ANALYSIS & RESEARCH

Doom
A landmark 1993 first-person shooter video game by id Software. It is widely recognized for having popularized the first person shooter genre, pioneering immersive 3D graphics, networked multiplayer gaming.

http://en.wikipedia.org/wiki/Doom_(video_game)

Following the release of the influential Doom in 1993, games in this style were commonly termed "Doom clones";[8][9] in time this term has largely been replaced by "first-person shooter".[9] Doom, Encyclopædia Britannica, Accessed February 25, 2009
 
Carmac (programmer) turned his attention to three-dimensional gaming graphics, writing a “graphics engine” for id’s Wolfenstein 3D, an action game published by Apogee, that depicted the environment as the player’s character would see it. This set the stage for Doom as the next step of this game genre, the “first-person shooter.” (Typically, in first-person shooters the players move through mazelike corridors and rooms filled with adversaries—controlled by other players or the computer—and through stealth or more accurate shooting try to outlive their opponents.) Doom added numerous technical and design improvements to the Wolfenstein 3D model: a superior graphics engine, fast peer-to-peer networking for multiplayer gaming, a modular design that let authors outside id create new levels, and a new mode of competitive play devised by Romero called “death match.”
 


 
Wolfenstein 3D is a seminal first-person shooter game first released in 1992, pitting the player, a captured American spy, against a horde of WWII-era Nazis ensconced within Castle Wolfenstein. The graphics based off the previously released Catacomb 3D. Sparked the popularity of the FPS genre.


The History of FPS Games Vol 3 1992-1994

Tuesday, 6 December 2011

Amazon Book references

Video Game Censorship, Including: Counter-Strike, Duke Nukem 3D, Everquest, Wolfenstein 3D, Soldier of Fortune (Video Game), Carmageddon, Grand Theft [Paperback]

- http://www.amazon.co.uk/Video-Game-Censorship-Including-Counter-Strike/dp/1242983147/ref=sr_1_1?s=books&ie=UTF8&qid=1323166964&sr=1-1

 

Censorship in Australia: Censorship in Australia, Lady Chatterley's Lover, Internet censorship in Australia, Australian Broadcasting Corporation, List ... of banned video games, Pornography by region [Paperback]

- http://www.amazon.co.uk/Censorship-Australia-Chatterleys-Broadcasting-Corporation/dp/6130033117/ref=sr_1_3?s=books&ie=UTF8&qid=1323167010&sr=1-3


Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy [Hardcover]

- "They have been successfully marketed to youth and are easily obtained regardless of age."

A Primer in Game Theory [Paperback]

- http://www.amazon.co.uk/Primer-Game-Theory-Robert-Gibbons/dp/0745011594/ref=sr_1_1?s=books&ie=UTF8&qid=1323167252&sr=1-1

Computers, Games, and Art: Artificial Intelligence and Political Representation [Paperback]

- http://www.amazon.co.uk/Computers-Games-Art-Intelligence-Representation/dp/3838357388/ref=sr_1_3?s=books&ie=UTF8&qid=1323167293&sr=1-3

Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence [Hardcover]


- http://www.amazon.co.uk/Stop-Teaching-Our-Kids-Kill/dp/0609606131/ref=sr_1_1?s=books&ie=UTF8&qid=1323171589&sr=1-1










Video game controversy: Video Game, Graphic Violence, Crime, Video Game Addiction, Aggression, Hate Crime, First-person Shooter, American Psychological Association, Video Game Content Rating System [Paperback]

- http://www.amazon.co.uk/Video-game-controversy-First-person-Psychological/dp/6130313888/ref=sr_1_3?s=books&ie=UTF8&qid=1323171589&sr=1-3


Violence in Video Games, Including: Tactical Shooter, Kill Stealing, Shooter Game, Full Spectrum Warrior, Fatality (Mortal Kombat), Mothers Against Vi [Paperback]



- Grown Up Digital: How the Net Generation is Changing Your World [Hardcover]

Thursday, 1 December 2011

Video Game Censorship Articles (The Guardian)


·         The internet can't be censored and it's wrong for governments to try- "We're seeing another experiment in finding out if the internet can indeed be censored"

·         Calling on the audience to live the dream- "This remains true of the expanding sphere of participatory art, assuming we accept video games as art" 


·         Australian internet censorship - at last, the game version- "Censorship, the internet and the Australian government - that eternal threesome who never seem to tire of each other."


·         Modern Warfare 3: Tom Watson leaps to game's defence- "Call of Duty: Modern Warfare 3, in which players engage in gratuitous acts of violence against members of the public"


·         The trouble with video games isn't the violence. It's that most of the characters are dicks- "It's a very popular franchise; devoted fans camp out on pavements for a launch copy, which makes it the royal wedding of violent video games."
http://www.guardian.co.uk/commentisfree/2011/nov/13/charlie-brooker-modern-warfare-3

Critical Investigation: 10 Possible Links

Thursday, 3 November 2011


Facebook and Twitter key to Arab Spring uprisings

Jun 6, 2011 

DUBAI // The most popular Twitter hashtags in the Arab region in the first three months of this year were “Egypt”, “Jan25”, “Libya”, “Bahrain” and “protest”.
Nearly 9 in 10 Egyptians and Tunisians surveyed in March said they were using Facebook to organise protests or spread awareness about them.
All but one of the protests called for on Facebook ended up coming to life on the streets.
These and other findings from the newly released second edition of the Arab Social Media Report by the Dubai School of Government give empirical heft to the conventional wisdom that Facebook and Twitter abetted if not enabled the historic region-wide uprisings of early 2011.
In part by using the social networking sites, activists organised and publicised the unprecedented protests that gave rise to the so-called Arab Spring, which has so far seen longtime governments in Egypt and Tunisia fall, regimes in Syria, Libya, Yemen and Bahrain clash with the opposition, and leaders in Jordan, Saudi Arabia and the UAE offer more benefits to their populace.
Social media – its rise and its new activist uses – have “played a critical role in mobilisation, empowerment, shaping opinions and influencing change,” the report said.
Just how integral its role was has been debated, it said, “with some camps labelling them the main instigators and others relegating them to mere tools.”
“Regardless, it can be stated that many of the calls to protest in the Arab region were initially made on Facebook,” it said. “As the initial platform for these calls, it cannot be denied that they were factor in mobilising movements.”

Facebook usage swelled in the Arab region between January and April and sometimes more than doubled, the report found.
Overall, the number of users jumped by 30 per cent to 27.7m, compared with 18 per cent growth during the same period in 2010. In the past year, the number of users has nearly doubled from 14.8m.
Usage in Bahrain grew 15 per cent in the first three months of the year, compared with 6 per cent over the same period last year.
Egypt saw 29 per cent growth compared to 12 per cent last year.
Tunisia had 17 per cent growth compared to 10 per cent last year.
The exception was Libya, where usage fell by 76 per cent. One possible reason is that many there have fled amidst fierce fighting between the regime and rebels.
During the protests in Egypt and Tunisia, the vast majority of 200-plus people surveyed over three weeks in March said they were getting their information from social media sites (88 per cent in Egypt and 94 per cent in Tunisia).


This outnumbered those who turned to non-government local media (63 per cent in Egypt and 86 per cent in Tunisia) and to foreign media (57 per cent in Egypt and 48 per cent in Tunisia).
On Twitter, the hashtag “Egypt” had 1.4 million mentions in the three months of the year. Other hashtags – which are essentially search terms – “Jan25” had 1.2m mentions; “Libya” had 990,000; “Bahrain” had 640,000; and “protest” had 620,000.
The flurry of tweets spiralled during the turning points of the uprisings.
In Tunisia they peaked around the January 14 protest start date. In Egypt they spiked around February 11 when longtime President Hosni Mubarak stepped down. And in Bahrain they jumped in the days after the demonstrations began on February 14.
Government attempts to ban such sites ended up backfiring, the survey of Egyptians and Tunisians found.
Just over a quarter of those polled (28 per cent in Egypt and 29 per cent in Tunisia) said the blocking of Facebook disrupted their efforts to organise and communicate.
But more than half (56 per cent in Egypt and 59 per cent in Tunisia) said it had a positive effect, motivating them to press on and mobilising newcomers.
The authorities’ efforts to block out information, the report said, ended up “spurring people to be more active, decisive and to find ways to be more creative about communicating and organising”.