In "Lessons
from Littleton: What Congress Doesn't Want to Hear About
Youth and Media" (Harper's, August 1999),
Henry Jenkins profiles the moral panic surrounding the
shootings at Columbine High School in Littleton,
Colorado. Jenkins compares Congress's attack on video
games and goth culture to anthropologist Mary Douglas'
description of witch hunts in traditional
societies. Jenkins writes, "A moral panic starts with an
unspeakable tragedy which sparks an attempt to ascribe
blame and responsibility. Initially, accusations flow
freely but focus on those targets who are already the
subject of anxiety." Jenkins goes on to show how
computer games represented many Americans' discomfort
with popular culture and technological change. Parents
may not be able to ban black clothes, industrial music,
teen sexuality, or the Internet, but they could attack
Marilyn Manson and Quake.
And in video games - particularly computer games -
there is no shortage of fuel to fan the flames of
cultural panic. As Jenkins suggests in "Complete Freedom
of Movement: Video Games as Gendered Play Spaces," Video
games bring children's play indoors, and with it,
parents are exposed to competitive, hierarchical,
aggressive, and scatological elements of boy
culture. Further, many computer game genres,
particularly first person shooters have historically
been the play space of adolescent males - a playspace
where they can engage with masculine imagery, explore
sexuality, and test the limits of culturally accepted
behavior. In Life On Screen, Sherry Turkle people
explore with various aspects of their identity in
virtual worlds and virtual societies. Finally, Warren
Spector argues that games can provide a liminal space P
cultural spaces where we experiment with the boundaries
of culturally acceptable behavior. If nothing else,
video and computer games are impressive for the ways
they incorporate the latest computer technologies into
highly fantastic immersive worlds.
It is no wonder that video games are one of the most
beloved and feared mass media. Gaming is a $17 billion
industry, and game sales receipts match or surpass
Hollywood box office receipts. (Although this doesn't
count other Hollywood profit-making avenues, like
videotape sales and rentals.) Many critics are concerned
about the images that games spread and the values that
they contain, while many gamers, educators and academics
see games as an emerging art form, and are exploring
games as a positive impact on social institutions like
schooling, society, art, and culture. As the debate
around games grows, one thing is for certain: computer
and video games are becoming an increasingly important
part of the social fabric of the United States, and
indeed, the globe. It is no surprise, then, that games
are becoming a part of international discussion of the
events on 11 September 2001.
Game Communities React
Naturally, these tragic events shook the gaming
community. The steady stream of gaming news that feeds
dozens of gaming sites slowed to a crawl. Instead, many
websites, posted stories
about the tragedy. Many others posted calls to friends
and game developers around the net, looking to see if they
were safe. Members of the Everquest
community looked Gregory Vost, a cousin of one of the
game's designers. Finally, Flight Simulator sites like Combat Sim refrained
from publishing articles in wake of the events. While
gaming servers did not stop, they certainly slowed as
people around the world tried to make sense of what was
happening around them.
Flight Trainer in a Box
Speaking of Flight Simulators, there has been some
fear, particularly from U.K. news services, that the
hijackers may have used Flight Simulator software to
practicing flying jet planes. This isn't the first time
set of fears about gaming technologies being used by
terrorists; last fall, many governments were concerned
that the graphic power of the PlayStation2 might be used
by terrorist organizations to guide cruise
missiles. However, as reported
by Eurogamer, this time, British television news
agency Skynews
was pointing the finger at Flight Simulators --
computer games that allow you to virtually fly simulated
airplanes through realistic landscapes. For $40, you can
purchase Flight Simulator 2000, a "PC-based flight
training and proficiency aid." (from the Microsoft web
site).
Ironically, a Microsoft news affiliate -- MSNBC
broke the story in the US. Immediately, gamers around
the web started to debunk
the theory. It does seem, however, that something like
this did happen in Japan a few years back, when a flight sim
fan comandeered a commercial aircraft and took it for
a joyride in Tokyo.
Although few sane people would ever get behind the
controls of a commercial jet after a few hours of playing
Flight Simulator, these games do offer a very high degree
of realism, and are based on the same technology and
information used in commercial or military flight
simulators. In fact, EA brands its military flight
simulators as Jane's
Simulators; Jane's
Information Group sells information to both the
Pentagon and the Kremlin. So, while gamers may not get the
chance to fly a military jet (or professional flight
simulator), they can play a game licensed from a
military-contractor franchise. While Jane's doesn't
develop the games themselves, friends of mine who are in
the services say that the similarities between the
military simulators and out-of-the-box commercial flight
games are remarkable.
Although investigations suggest that the hijackers
used commercial flight schools and paper-based training
manuals, many stores have pulled Microsoft Flight
Simulator from their shelves. One can imagine how
different the rhetoric might be if a passenger had been
able to land one of the hi-jacked planes safely, thanks to
hours spent playing Flight Simulator. So far, Microsoft
has decided not to recall copies of Flight
Simulator. Microsoft has announced that the World Trade
Center towers will be omitted from future editions of the
game, consistent with the company's desire to make the
games as realistic as possible.
Early Signs of Cultural Backlash
If the concerns over Flight Simulator seemed tinged
anti-gaming rhetoric, then they might only be hints of
what is to come.
The Guardian reported that sales of "WTC Defender"
had been suspended. According to the story, WTC Players
"had to shoot down planes which were heading for the twin
towers. If an aircraft managed to get through, the
buildings blew up." However, I'm not entirely certain that
the game actually exists. The story did not name a
developer or publisher for the game, and I could not find
any reference of the game in print or online. Most likely,
the article was referring to Beam Breakers, which
according to The Adrenaline Vault is a game "in which gang
members race through a futuristic NYC, performing
daredevil stunts between well-known landmarks" (i.e. The
World Trade Center). Thankfully, the Similis team who is
developing Beam Breakers explains in its press release
that it has "removed all references to the World Trade
Center already used in the gameI we extend our thoughts
and sympathies to the yet unnumbered victims and their
families." For what it's worth, the Similis team is from
Germany.
Preparing for Moral Panic: Reconstructing Game Content
Other game developers are reconsidering their game
content in reaction to the week's events. On Tuesday,
people playing Majestic received an email saying that the
game was suspended because "fictional elements in the game
may not be appropriate at this time." Majestic is an
online computer game that uses email, cell phones, faxes,
and the web to put the player in an interactive story of
international conspiracy. Majestic has since resumed.
Several other game developers will have even more
difficult decisions to make in the upcoming months. Both
Duke Nukem Forever and Metal Gear Solid X were set to have
battle scenes set in New York City, and are evaluating
their games for content that may be offensive in the wake
of these tragedies. Reports are that Hollywood is
doing the same. Game companies like RockStar games,
creators of State
of Emergency, a game where players participate in
riots, will have also have some thinking to do; when moral
panic strikes - an industry whose image (rightly or
wrongly) is that they peddle violent experiences and
images of gore and destruction - will have to respond.
If the videogame industry learned anything from the
events at Columbine High School, it's that the video
games are an important part of American (and global)
culture, and that the industry needs to carefully
consider the images in its games. The games industry no
longer operates outside of the cultural radar, and game
developers can no longer hide behind the First
Amendment. Part of maturing as an industry is
understanding its role in society and the complex
relationships between culture, politics, art, and
expression. The quick responses within the game industry
to recent events suggests that perhaps game designers
are coming to realize the importance of critically
examining the images they create, and the political
implications of their decisions.
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