Video Games and Cultural Influence


Do video games influence humans, or do humans influence video games?

We established that video games are influenced by cultural and communication contexts. And, as defined by Geertz, culture is a web of meaning within which we are suspended; a web which we have spun. Therefore, video games are a product and reflection of such contexts. Now, depending on who creates the games, the end result can be something that the player can find pleasurable and relate to a certain degree- or not. 

The original video games to be created during the 1950’s and 1960’s featured a variety of games. Some were simple games against AI such as tic-tac-toe or guess the number. Others, however, mimicked real-life scenarios such as “Spacewar!” and “Periscope.” In both games, the player must shoot at targets that appeared on screen and dodge attacks from AI. It was clear that the interest in games had to reflect what consumers were interested in; and in the beginning, that meant puzzles, strategy, shooters, fighting, adventures, role playing, racing and chance were the most attractive. 

As time and technology advanced into the 1980’s and 1990’s, video game developers needed to keep up pace. Depending on the art style, characters, scenery and motion needed to look flawless. The voiceovers, music and sound effects needed to sound like the player is standing right in the game. And the storylines and characters needed to be engaging and realistic so the player would continue to progress. 

In addition, developers had to look outside of the arcade and game room for inspiration. After World War II, the world saw multiple wars, the rise and fall of regimes, international intervention, immigration, space races, the Civil Rights Movement, effects of climate change, epidemics, pandemics, societal changes and technological advances. It’s safe to say they were more than inspired- they were influenced. 

Video games are similar to other forms of media, such as books, movies and television shows, in that themes and genres are specific to the consumer. However, the main difference is that video games require active participation from the player. The player must engage with the game (and possibly other players either in person or remotely) in order to progress and gain rewards. It requires strategy, coordination, memory and comprehension. Therefore, consumers of video games are seeking two major things: interesting concepts with engaging gameplay. 

Over the last three decades, thanks to home consoles, mobile devices and online connectivity, video game sales and consumption is up; therefore influence is inevitable. As we discussed in the first post about video games, there are so many references that have permeated into our culture, vernacular and everyday life. Can you imagine a world without Mario?

But there is another side of the influence coin. Although video games are influenced by humans and history, they have generated their own controversies. Examples include: use of violence and criminal activity to progress the game, violence against women and minorities (many of which take form of enemy “terrorists, aliens and pirates”), portrayls of gender identity, sexual orientation, religions and ethnicities, gender and body discourse, anti-authority messaging (such as anarchy, anti-cop and anti-military) and earthly destruction. How many times have you heard that a crime in real life was potentially influenced by a video game? 

Video games are extensions of human influence by both developers and consumers. It can’t be denied that their presence in the market and their cultural impact will continue to grow. 

What are your thoughts on this topic? Let me know in the comments!

Comments

Popular Posts