INI234H1 Lecture Notes - Lecture 10: List Of Playstation Home Game Spaces, Edward Said, Urban Warfare
INI: Video Gaes, Orietalist Urba Iagiaries ad the War Agaist Terror (Lecture 10)
Play: A Type of Becoming
• Video gaes pla ipotat oles i the ieasigl lued itesetios of ou soial, eooi, ad politial
spheres, and articulating those blurred boundaries in the microcosm of video games reveals larger trends in our
digitall ediated old Yee :
• Due to the increasing popularity of war games and realistic graphics, video games are becoming harder to
distinguish whether it is real or not – creating this blurred lines and immersive experience that difficult to separate
from the game space.
• The idea of pla as a tpe of eoig is ased o the iesie epeiee of ideo gaes ad espeiall
playing from a first POV, it is as if the player is the main character and is fighting these fantastical scenarios
• Therefore, one must think of video games as a transitional space in which it is a space where we can actively enjoy
its content through the immersion of the gaes uiese
• However, due to the advancing technologies of games, it is getting increasingly harder to maintain the separation
between the fantasy world and objectively reality – creating an interesting dynamic of an internal concept of self
(video game persona) and real sense of self
The Military Entertainment Complex: What is it?
• The Military Entertainment Complex is the name given to the increased cooperation between the entertainment
industry and the military. (Shaw 2010: 793)
• The ICT (Institute of Creative Technologies) is a research institute of USC and was created to combine with assets
of a research university and resources of Hollywood and gaming industry to create simulations that are used to
train soldiers in the military.
• What is the Military Industrial Complex?
• A general term for the cooperative relationship between the military and the industrial producers of military
equipment and supplies in lobbying for increased spending on military programs.
• Because of the realism and immersive experience of current video games, it creates a sense of hyper reality
towards the players
• What is hyper reality?
• A term associated with the effects of mass culture reproduction, suggesting that an object, event, experience
so reproduced replaces or is preferred to its oigial: that the op is oe eal tha eal.
• This has become an occurring issue with war games (example: Call of Duty) and is often blamed for violence
in teens and children – the argument that video games make people aggressive and it is because of this aspect
of hyper reality.
• Due to hyper reality, it is difficult for some children and teens to distinguish between reality and fantasy and
the amount of time they have spent on these games can create a sense of normalization and desensitization.
• In addition, due to realistic graphics of current video games and introduction of VR platforms, these war
games are blurring the lines between what is what.
• With this leedig etee ealit ad itualit, it is had to ko hethe ideo gaes are becoming
more like war, or war is becoming more like video games. Certainly, for millions of players across the
gloe, a is a gae. “ha :
• This can be perceived as the normalization of the war in the Middle East as the main characters are
depicted as an American force, fighting in a foreign terrain.
• War without Consequences – through the controlled experience of the video game, players will
epeiee the positie aspets – a sense of victory and freedom (can do anything without affecting
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