So far we have looked at how producers will create and aim content towards select target audiences. But that doesn't complete the circle of a media product. Once they know who to target it to, and they produce content that has selected codes and conventions, the product is released to the audience. This is the period to where the audience will response to the product. In order to understand how an audience responds to a product I will look at computer video games and the various audience theories. To see how it affects the audience. These theories are passive and active audiences, hypodermic needle effects debate, uses and gratifications and how the audience has their own interpretation. The select genre I will be looking at is First/Third Person Shooters (FPS/TPS)
First/Third Person Shooters
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An FPS - First Person Shooter is a type of action video game that is played from a first person perspective. As if you are looking from real life. The idea of this genre is to put you in the video game and create the idea that you are an actual person in this virtual world. The arms of the games character will often contain some sort of weapon/firearm with the idea that to progress through the game you will need to use said weapons. In order to move the character the joysticks of the controller are needed and the firing/use of the weapon requires the player to use the controllers triggers.
These games will often have two modes, single player and multi player. In the single player games you are faced with a narrative to which gives context to the games controls and settings. To which you are killing AI (computer players) In terms of multi player the games objective is to often kill the other teams players (controlled by other people) without any reference to a narrative . Which the idea to beat the other team to a kill count to win. When playing a FPS you will often be looking down the scope of the weapon, which will come in account during out audience theories.
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In terms of TPS - Third Person Shooters they are very similar apart from the perspective is from a character that is already on screen. So that you can see all of the character you are controlling. There is more sense that you are in a game as you can see everything around you without a limit field of vision. With a FPS being a more realistic setting.
Applying Audience Theory's
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Now that we have a brief understanding of what a first person/third person shooter is, lets now look into the various theories that surround the audiences response and behavior.
Passive and Active Audiences
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One of the most common media effects theories is the passive and active audience split. Which claims that an audience is either passive or active. Active audience theory argues that media audiences do not just receive information. But that they actual make choices based upon the new information. Making sense of the the message within their own knowledge and context. Not just taking in information as if its the gospel. Which they will then transfer into their personal and social contexts. They will engage with the product and often be involved in their own decisions. Making them responsive and in control. Theories such as the Uses and Gratification theory assume that audiences are active.
Yet the opposite of this theory is the passive audience. A passive audience is when the audience doesn’t engage or question the media but just accepts it. In the way in which the media outlet intended it to be. This audience will often easily be manipulated and very compliant. Often controlled and a follower of the media message. Now lets take a look at some of the controversial videos games which as a result of (a presumed) passive audience have been linked to violence.
GTA IV
Grand Theft Auto 4 is a open world, third person shooter. That was released by Rockstar North in 2008. The game follows Niko Bellic as he gets involved in various crime rings throughout a fictional version of New York. Journalists have often named the game as a "murder simulator". The Grand Theft Auto series has often been widely criticized for the way in which it depicts violence and murder. The game itself has been claimed to promote murder as the aim of the game is to kill other gangsters to progress to future levels. Yet the ability to kill civilians be all sorts of methods from driving, drink driving and even rocket launcher has not been capped by the game.
The game also features an online mode which promotes the player to kill other players in order to gain money to use for promotions in equipment. To which can also be gained through the murder for innocent civilians. One of the biggest controversy's surrounding this game was the feature of allowing the player to drink and drive. As a result the organisation Mothers Against Drink Driving - MADD, called on the games publisher to consider stopping the games distribution "out of the respect for the millions of victims/survivors of drunk driving". During the game once the players get intoxicated the screen becomes blurred and the controls become more difficult. They have the option to walk or hail a taxi yet the feature to drive is also free to use. After a few in game minutes the effects wear off.
To respond to this Take Two and Rockstar both released statements: We have a great deal of respect for MADD's mission, but we believe the mature audience for 'Grand Theft Auto IV' is more than sophisticated enough to understand the game's content,". Which is a fine point to make since the game was labelled an 18 and suggested for mature audiences. Yet video games much like movies are often played by those under the guidelines. Which is where the issues are often found, yet not always the blame. In terms of the passive and active audience it is suggesting the audience is only one of the two features. In this case you would expect the passive audience to take all these features of the game and apply them to the real world.
In that case all the passive audience players would go ahead grab their nearest weapons and case an outrage in the middle of the street. Or even have a drink and go driving around the nearest estate. Yet it is often a select case of people who are passive for no other reason than it might be a mental state for some of the audience. Who unfortunately cannot think for themselves. When in fact in this case you can argue that the majority of the audience are active audiences as they will play the game and decide for themselves the actions they take in the real world. They can deter from the graphics on screen and see that its a bit of digital fun and a way to blow off steam. Without taking it into the real life world. Which in some cases violent and excessive video games can trigger some passive audiences.
Yet age can also be another factor, if you are younger and are not mature enough for the games content you can end up being a passive audience. But not by accident but other than ignorance for instance in 2013 an 8 year old boy was arrested in Louisiana - USA for shooting a 90 year old women. After it was claimed he finished playing Grand Theft Auto 4. Because of the active and passive theory being used for media products the game was tagged directly to this instead of looking at other theories as a whole. Such as the mindset of the child before playing the game or in fact that he hasn't had the time to mature since he was only 8. Which is why they are labelled theory as there has been no correlated evidence between humans the act of video games.
The boy has shot his elderly carer after he had finished his game. Because he was 10 years younger than the games age rating and the fact he was so young he was not charged with a crime as he was under 10 years old. An attorney for the case stated : "You have a child that does not know the impact or the consequences of the act that he has committed - He truly doesn’t understand that " to which sums up the previous argument. Which lead the game being called by the police "a realistic game that has been associated with encouraging violence and awards points to players for killing people" To which passive audiences are seeming to be picking up on in the real life due to no real distinction between what is right and wrong. Now lets take a look at two other video games and how active and passive audiences have interacted with the game.
Call of Duty: Modern Warfare 2
Call of Duty: Modern Warfare 2 is the 6th game in the Call of Duty franchise. The play takes on the role of various characters who are in the situation on war. Each character during the single player aspect of the campaign is equipped with different weapons and each chapter unlocks the narrative as you go along. There is also a heads up display (HUD) which marks the direction and distance between other AI and the missions objectives. Any damage the character receives pops up as a blood splat and effects from things such as stun grenades also effect the HUD.
Players can also work together on select missions known as Special Ops. Where they work together to do various one off missions with a set of objectives. Instead of working co operatically there is also the online mode which focus on teams or players killing each other in various game modes. From Team Deathmatch, Capture the Flag, Free for All and Search and Destroy. As the player receives more kills on their kill streak (kills without dying) they earn more rewards in game with the highest being a 25 kill streak which grants the player to a tactical nuke. The game itself had several controversy due to the content of the game itself.
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Early on in the game there was an optional level called "No Russian" where the player has to assume control of a CIA agent in cover whilst working in a Russian terrorist group performing an airport massacre. The name came from the leader whispering "No Russian" during the scene. Players weren't forced to kill the civilian however it wasn't disabled. However, if you tried to kill the terrorists the mission would fail as you blew your cover.
The player is warned before the mission about the extreme content and that you can skip it without any penalties. This is great for the active audience who may think its not for them and what they are about to witness and play is disturbing. Whereas the passive audience may just go into the game thinking that it is disturbing but that fine as there's nothing wrong with it. There is no rewards or score during this level as if to not reward the players for their unethical decisions. The end of the mission however, ends with the player dying after his true identity is revealed. Thus the American body at the scene leads to a war between America and Russia thus starting the games narrative.
In order to make sure no one was offended in Russia this level was taken out of their game, to avoid causing an offense. Games in Germany and Japan refused to keep this unless there was a game over screen for killing innocent people. Several people in the UK felt that the game should of been cut by the BBFC and should have cut the scene. Although the game rating is for over 18's a 15 year old child was reported that they had to cover his eyes during the scenes as the screaming and bloody corpses was too much for him to handle.
It was also state that people found the game sicking in the fact that there are players who enjoyed playing a terrorist killing the innocent. This is more concerning for the passive audience as if this theory was true then anyone who took this as gospel would of attacked a series of airports replaying the situation but in real life without any consequences. It is safe to say no one took this as gospel and the active side of the audience actually thought not to do this. Although the Call of Duty franchise has been blamed on several murders before.
Saw Video Game
Under the same name as the film franchise, Saw was a 2009 game that achieved a subject of high controversy as the game was classified as "torture porn" I.E getting enjoyment out of another persons suffering. The survival horror game which combined aspects of a third person shooter takes place in an asylum. Filled with those you must save and others who are trying to kill you, the player. Much like the franchise you encounter several tests and traps alongside the way and there is a far share of blood and gore. The main reason this film was frown upon was the concept of ultra violence and that those who play the game may replicate it in real life. Due to the reason that it was feature for no other reason than for the purpose of shock and for some enjoyment.
The passive audience is more at risk in this situation as they would take the word that you have to go after those who are hunting you and that the idea of ultra violence is welcome in a society. Whilst the active audience sees this as a survival horror game and that outside the digital world this would never happened. Those easily manipulate might think otherwise. The violence and visual nature of the game meant that the conclusion was to mutilate the characters in the game just for the sake of doing so. It has even been compared to GTA IV. Others has said that the lack of a moral message makes it even more controversial to further aid those who are passive. As it shows no problems/consequences with doing these horrible acts of violence.
There was one scene where the players had to cut open several bodies and sift through them looking for a key. To which critics branded the game as sick and tasteless. There was no censorship problems with the came as PEGI and the BBFC had already set it as an 18. Which shows that no only must you account for your audience but should the game of had a moral message to prevent passive audiences from taking this message seriously? As it is hard to define the mental states and tastes of all the audience. As everyone is different. Yet because video games are universal they often get branded as a whole and not on a case to case basis. Now that we have looked at the active and passive audience theory. Let's take a look at the Hypodermic Needle Effects Debate.
Hypodermic Needle Effects Debate
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The Hypodermic Needle effect is a audience theory that suggests that mass media messages are injected directly into the brains of the passive audience. The theory groups everyone together and implies we all response to media messages in the same way. It also proposes that violence directly affects the consumer and leads them to triggering into copy the depicted act. Also known as the magic bullet theory as the mass media message is being directly shot into the audiences head; was most prominent during the 1920's and 30's in Hitlers Nazi Germany.
As Adolf Hitler monopolized the mass media during WW2 as a means of propaganda and a way to rally support for the Nazi party. Researchers had also noticed how audiences reacted to propaganda during World War 1.
Although as more of the theory was analysed over the years it became more and more prominent that the theory had a series of limitations. And began to question whether the theory had any serious intentions after all. Because of this parents often worry about the influence that media (TV and Video Games) has on their children. With newspapers often going for titles that presume this model of thinking "Call of Duty leads to Massacre".
As the theory began to be questioned in 1938 H.G Wells the "War of The Worlds" was being performed in a theater by Orson Welles. To which it was broadcast on the radio. After audiences tuned in mid way through the program they began to panic as they thought the piece contained a real news report and in fact the world has been invaded by Martians. Now if we heard this today we would be more aware and actually doubt if this was the case. Although at this time with a lack of scientific knowledge and the idea that you were just tuning in had some passive audiences panicking and believing in the radio. When in fact the rest of the audience were enjoying the play.
Because of the time the theory was widely believed due to the rise in TV and radio and the rise of advertising and propaganda. Although it has been proved at times that some of the audience are directly influence by this, you cannot treat everyone under this one theory. As it is shown that during the Orson Welles play there was more of an active audience with a smaller percentage beginning to panic. Although it is a way to which numbers and stats can be effective and seeing a trend in the way mass media can effect audiences. Yet the theory is too vague and is regarded as being too simplistic as there is more factors that need to be considered first.
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Yet every time a crime occurs and a video game is some how linked it often leads to social groups (mainly parents and mothers) panicking to headlines and the presumptions that all video games are bad. When in fact there is only a small crime rate to which makes it to the papers every time making it seem like a frequent event. For instance this is mocked in a Simpsons episode to where Homer is attacked by Maggie with a hammer after seeing it on a TV program - Itchy and Scratchy
By applying the hypodermic needle to video games, it suggests that the players reactions of the video games are not effected by personal experience and personality. But instead the games content manipulates you into gaining new traits and that the behavior of the player can easily change for the worse. As the information is being passed through the medium straight into the audiences brain without any internal questioning. To which we shall now take a look at some video game stories that have often been placed under this effect. That have failed to look deeper into the case and regard other factors.
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The Hypodermic Needle effect is a audience theory that suggests that mass media messages are injected directly into the brains of the passive audience. The theory groups everyone together and implies we all response to media messages in the same way. It also proposes that violence directly affects the consumer and leads them to triggering into copy the depicted act. Also known as the magic bullet theory as the mass media message is being directly shot into the audiences head; was most prominent during the 1920's and 30's in Hitlers Nazi Germany.
As Adolf Hitler monopolized the mass media during WW2 as a means of propaganda and a way to rally support for the Nazi party. Researchers had also noticed how audiences reacted to propaganda during World War 1.
For instance in Hitlers Germany the video goes through all of the ways in which Hitler is helping the nation and how they are working non stop to work for their people. They then went through their planned attack and showed how Hitler would take over the world for Germany. Bombing London and taking over the airfields using their German bombers. Then showing the actual invasion of the Panza tanks. Slowly taking control of London. Them combining all the held countries to take over America.
Hitlers speeches are then thrown into the mix. Now with this theory in place it suggests all viewers would then want to rally support for Adolf Hitler which may have been true at the time. However, what you need to take into account is if they were acting in fear. As if your country was war torn and you are confused and scared you are likely to put faith someone who plans to care for you and your nation. As the theory was originated in 1927 by two scientists who wrote a book called "Propaganda Technique in the World War" for which explored this concept and presumed that's what made men want to join the army and rally their support.
Although as more of the theory was analysed over the years it became more and more prominent that the theory had a series of limitations. And began to question whether the theory had any serious intentions after all. Because of this parents often worry about the influence that media (TV and Video Games) has on their children. With newspapers often going for titles that presume this model of thinking "Call of Duty leads to Massacre".
As the theory began to be questioned in 1938 H.G Wells the "War of The Worlds" was being performed in a theater by Orson Welles. To which it was broadcast on the radio. After audiences tuned in mid way through the program they began to panic as they thought the piece contained a real news report and in fact the world has been invaded by Martians. Now if we heard this today we would be more aware and actually doubt if this was the case. Although at this time with a lack of scientific knowledge and the idea that you were just tuning in had some passive audiences panicking and believing in the radio. When in fact the rest of the audience were enjoying the play.
Because of the time the theory was widely believed due to the rise in TV and radio and the rise of advertising and propaganda. Although it has been proved at times that some of the audience are directly influence by this, you cannot treat everyone under this one theory. As it is shown that during the Orson Welles play there was more of an active audience with a smaller percentage beginning to panic. Although it is a way to which numbers and stats can be effective and seeing a trend in the way mass media can effect audiences. Yet the theory is too vague and is regarded as being too simplistic as there is more factors that need to be considered first.
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Yet every time a crime occurs and a video game is some how linked it often leads to social groups (mainly parents and mothers) panicking to headlines and the presumptions that all video games are bad. When in fact there is only a small crime rate to which makes it to the papers every time making it seem like a frequent event. For instance this is mocked in a Simpsons episode to where Homer is attacked by Maggie with a hammer after seeing it on a TV program - Itchy and Scratchy
By applying the hypodermic needle to video games, it suggests that the players reactions of the video games are not effected by personal experience and personality. But instead the games content manipulates you into gaining new traits and that the behavior of the player can easily change for the worse. As the information is being passed through the medium straight into the audiences brain without any internal questioning. To which we shall now take a look at some video game stories that have often been placed under this effect. That have failed to look deeper into the case and regard other factors.
Man Hunt
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Before Rockstar was being targeted as a murder simulator for Grand Theft Auto. They had a stealth based third person shooter that worked as a survival horror - Manhunt. The game followers the journey of James Earl Cash a death row inmate who has to take part in a series of snuff film (where actors are actually killed). Because of the high level of violence it received a level of great controversy and was even banned in several countries and was implicated in a murder case in the UK. Which was held up to the beliefs of the hypodermic needle effects as the mass media message is the idea of having to kill your way through life.
Back in 2003 a 17 year old was faced with a life sentence after he murdered a 14 year old boy by stabbing him to death. The idea of mass media causing violence under the hypodermic needle theory was then spread in the papers with one headline being "Murder by Playstation". The 17 year old was reported to by obsessed with the game Manhunt and was linked to the murder due to the concept of this theory. It was also noted that he was armed with a knife and a claw hammer and approached his target much like the mechanics of the game. Making him desensitized to violence.
Although during an article by the Daily Mail more details were uncovered about the situation and was lead to the idea that he "had been motivated by fear of a gang to whom he owed a small amount of money.
Read more: http://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html#ixzz45tK31mVw
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Although during an article by the Daily Mail more details were uncovered about the situation and was lead to the idea that he "had been motivated by fear of a gang to whom he owed a small amount of money.
He said: "The reason he killed Stefan is rooted not in video games but in fear - in desperation born of fear."
Read more: http://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html#ixzz45tK31mVw
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Yes he may of replicated the fashion of the game as influence but the actually cause of the violence had an external link. Which is often why you can disprove the hypodermic needle theory. After it was claimed he planned to rob the younger boy he murdered in order to repay a £75 he owed to the said gang. Whilst you could argue there was no link to the video game, the victim was found with 50 separate injuries caused by the 17 year old. Yet the most interesting thing about this case is the idea that video games are not always the sole root and although you can take influence. It doesn't lead you to suddenly pick up violent traits.
GTA - Replicating a Hold Up
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Following on a similar theme this was a crime that didn't happened but could of easily lead to something much worse. Since we have already looked at GTA I will get straight into the details of the news report. Two men were charged with disorderly conduct after there were trying to replicate a carjacking for a video. Using the influence from Grand Theft Auto. Whilst it wasn't intended to be a crime it, it still has its likes to the hypodermic needle theory as the message has still been injected and cause them to act like this.
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The case occurred after a man witnessed someone pointing a gun at the head of another. He called the police and reported that a man had attempted to carjack a silver SUV. Although it was for a video the guys didn't make this clear or have the correct permits. As after all it was a pellet gun. Which resulted in the pair being charged with disorderly conduct. It was quoted that " Around 3 p.m. on Tuesday, police received a report that a male subject had gotten out of the passenger side of a vehicle at the intersection of Main Street and Lansdale Avenue and appeared to point a gun, possibly at another vehicle, Trail said" They had good intentions however due to the way in which people take video games and it was seen out of context it was presumed to be a real crime. Although it was further seen to be under the influence of the video game caused by the injection of the mass media.
Grand Theft Auto Crime Spree
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This last violent crime actually had some criminal action take place and resulted in the death of 3 victims. Again this was related to the violent behavior injected from Grand Theft Auto. It was reported that a group of teenagers mugged a man outside of a supermarket in the USA and harassed motorists with baseball bats, crowbars and a broomstick. When questioned by the police they told the detectives that they were imitating GTA. Which later lead to headlines with the phrasing of GTA causing mass murder.
The three victims all suffered different forms of abuse from being severely beaten during a robbery, a carjacking and a driver who's van was attacked with the list weapons. All 6 members of the gang were charged as adults in the crime.
"They decide that they're going to go do some street robberies, emulating the popular fictional character Niko Bellic," Coté said, referring to a star of "Grand Theft Auto IV: Liberty City." Small amounts of cash were taken from the scene much like you would in the actual video game. Perhaps the theory should be readjusted to look at the in depth causes as so far these are very extreme cases. That may fall under the hypodermic needle theory, yet because it is so simplistic it is often hard to directly use this theory as a valid cause for the violence. As yes the video games content may of been an influence but other factors boil together to form the crime.
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This last violent crime actually had some criminal action take place and resulted in the death of 3 victims. Again this was related to the violent behavior injected from Grand Theft Auto. It was reported that a group of teenagers mugged a man outside of a supermarket in the USA and harassed motorists with baseball bats, crowbars and a broomstick. When questioned by the police they told the detectives that they were imitating GTA. Which later lead to headlines with the phrasing of GTA causing mass murder.
The three victims all suffered different forms of abuse from being severely beaten during a robbery, a carjacking and a driver who's van was attacked with the list weapons. All 6 members of the gang were charged as adults in the crime.
"They decide that they're going to go do some street robberies, emulating the popular fictional character Niko Bellic," Coté said, referring to a star of "Grand Theft Auto IV: Liberty City." Small amounts of cash were taken from the scene much like you would in the actual video game. Perhaps the theory should be readjusted to look at the in depth causes as so far these are very extreme cases. That may fall under the hypodermic needle theory, yet because it is so simplistic it is often hard to directly use this theory as a valid cause for the violence. As yes the video games content may of been an influence but other factors boil together to form the crime.
Uses and Gratifications Theory
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On the opposite side of the scales, Uses and Gratifications is an active audience way of looking at why we play video games.Which is often linked to the research of Blumer and Katz in 1974 In means of satisfying our needs. This theory looks more at the mind set of a person and what they defer from the video game instead of the games "message". Focusing on what we do with the media instead of what the media does to us. It brings into account that the audience isn't a sponge and will actual filter the information and use it accordingly in their day to day lives.
It is also putting the responsibility onto the audience as they must decide what to consume in order to fulfill their needs. I.E watching a comedy to make you laugh if you are feeling down.
This form of approach also suggests that media holds specific gratifications and that the various media outlets compete in order to attract the viewers gratifications. Uses and Gratifications originally came around in the 40's but wasn't brought into the lime light until the 1980's. With the idea that one media outlet can fill various different needs to the audience and that people will infer different messages. These needs can be broken down into:
Information:
Finding out about new subjects are relevant events.
Seeking advice to suite your own life.
Satisfying your own general interest through self learning.
Gaining a sense of security through knowledge.
Personal Identity:
Finding models of your own behavior.
Gaining an insight into other peoples values.
Reinforcing your own personal values.
Integration and Social Interaction:
Gaining insight into other cultures and the circumstance of others.
Looking at others and gaining a sense of belonging in the world/social ladder.
Finding a basis for conversations and every day social talk.
Having a substitute to the real world.
The idea of being able to connect to others.
Entertainment:
Escaping from the real world.
Relaxation.
Getting the joy from culture or the aesthetics.
Something to pass the time.
Emotional release.
Sexual arousal.
Blumer and Katz argued that the audience need to have a social origins to which forms their concepts and idea about the mass media. Which lead to the different patterns which we see in the exposure of media. Which results in the audience making motivated choices. These 4 choices can also be known as Diversion, Personal Relationships, Personal identity and Surveillance. The pros of this theory is that we all do things for a reason and shows there is an underlining issue and it also forms peoples identities through the media. Although it can also be suggested that adverts in the media can sometimes cause the media to create needs in us rather than relying on our own. Social groups can also be the source of our affects instead of looking for media ourselves.
This theory also means the audience may imitate the behavior of characters (like we saw earlier) as they feel like they share a link with that universe or the digital setting of the game. For instance social groups may often refer to each other as characters because they see that they share a resemblance. One of the more common occurrences of this theory is the idea of escapism as it allows you to shut off and relax in the digital world. Without worrying about the every day problems of the real world. Other ways of looking at people's uses is through a 5 step plan instead which focuses on cognitive, affective, personal integrative, social integrative and tensions needs. Which share similar theses to the previous 4.
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Cognitive looks at the idea of acquiring information and is often found in quiz games such as trivial pursuit and knowledge. This is often found in first person shooters as it's more about relaxation and escapism. Affective is about pleasing the emotions of a person and people will often play games to suit their needs. For instance a story game such as Telltales the Walking Dead has an emotional ending which will result in the audience feeling sad.
Personal Integrative is the self esteem needs of the audience. They feel they need it to give them a status in life and create some form of credibility. Social integrative is the idea of fitting in with a social crowd. i.E playing an FPS online with your friends creates an online community for you to interact with and to suit this form of need. You will notice how these are repeating the same needs as the previous four yet have been split into sub categories. Finally tension free is the idea of escapism and using it to get you away from stress. This is often why you will use a video game to wind down from aspects of the real world such as work, school and college. As it is something fun for you to do whilst also suiting your needs.
Other criticism's of this theory is the idea that people who use the media have no form of what it produces and that the producers shouldn't be took off the hook for the consequences they have caused. The theory also takes away the idea of the media unconscionably influencing our lives. Yet by having a choice through the game stores and various titles available to the gaming audience it is not as if you are being forced to play a game.
Cody Wygant
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In some cases people end up becoming that dependent on Video Games that they rely on them too much for their uses and gratifications. That once their link between the game and reality is broken it can often lead in vicious outbursts. A 24 year old man Cody Wygant was charged with the death of his 1 year old son. The ambulances were called after Cody found his son unresponsive in his child's play cot.
He later admitted that whilst he was play on his Xbox he kept hearing his child crying. Instead of taking a step away from the game. He went on to put his hands over his nose and mouth for over 3 minutes which lead to him suffocating as he also placed several layers of bedding over the child. Because he had become so addicted in the realm of escapism that he had snapped causing an violent outrage towards his child.
Gaming Couple - World of Warcraft
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Following a similar trend this couple became obsessed with World of Warcraft to the fact that they were constantly on the game. They both pleaded guilty to child abuse after they ignored both their two young girls. Both of the girls age 5 and 10 had to have a duty of care for they were living in squalor at their family home for over 3 years. The couple was unemployed and spent all their time in the game that they didn't notice the girls having matted hair, damaged teeth and even dirt crusted feet.
Because their needs were satisfied in a digital world instead of their own and the media was available for them 24/7. Not only were the children affected but the place was covered with kitchen appliances covered in mold and cobwebs, stacks of rubbish and inoperable toilets. The father was sentenced to 5 years in prison whilst the mother was only sentenced to three years and four months.
Love Child - Documentary
Instead of parents living with the children in squalor, this case followed a story of how South Korean parents forgot to feed their child whilst they raised a child in an online game. The pair would often go to internet cafes to play the game and chat through online forums. They only fed the child powered milk and it wasn't on every occasion. In the documentary the father only realizes that he had submerged his uses and gratifications too much once he comes to terms with what has happened: "I am sorry for what I did and hope that my daughter does not suffer any more in heaven,"
The pair had been raising a virtual daughter -Anima - in the game called Prius Online which allows players to create another existence for themselves in a virtual world. In the world you can get a job, interacting with the other users and even earning extra costumes and gear once they reached a certain level. The girl was only 3 months old when she died. The police take account of the uses and gratification as the officer on scene states that couple had seemed to have lost will in their normal lives as they didn't have jobs and the baby was born prematurely. Because they opted for a digital world their needs changed which resulting in them neglecting the child.
Halo 3
In 2007 in Ohio USA a 16 year old shot his parents after he was banned from playing Halo 3 in the family home. As they found out he had bought the game and use to sneak it round his friends house to play it without them knowing. After they found out they took the game and locked it in their gun cabinet away from the child. Once he found out he kicked out in a spit of raged and gained access to a gun whilst going for the game.
He walked into the front room and shot his father in his head whilst he was watching the TV and then shot his mother. His father survived the attack and blames the game for the death of his wife. The 17 year old only began playing games after he had a snowboarding injury last year and couldn't leave the house. So the games became part of his uses and gratification in order to keep him entertained. As he was stuck in the house for over a year. Because of this he slowly began getting depressed and relied more and more on the game.
When it was took away from him he snapped as he was no longer able to meet his needs. His aggression lead to the death of his mother and was convicted for over 23 years.
Audience Responses
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Now that we have looked at the audience theory's it is now important to understand the different responses audiences can have to video games. To best understand this I will move onto video games in general instead of FPS/TPS and show how the audience may respond in various different ways. Which often depends on the style of the game.
One of the first responses to video games is that they are something to look forward too after a long day of working. It is very common for school children to get home from school and load up a video game they have been looking forward to all day. They can then go play online with their friends and laugh and joke. Linking back to the uses and gratification the joy they seek from playing the video game as suits their needs. As they get a social aspect from playing with friends online and also get a sense of escapism.
This also makes the audience relaxed and allows them to escape from the modern world and to have fun with friends. They can also get involved in social integration and pick up on the pop culture from the current games. Although, one of the more common responses that is reported in the media is the idea of copycat behavior.
People often get the idea to test out video games in real life. Whilst they go out for the best intentions it can sometimes lead to some people actually committing real life crimes as we witnessed earlier. In the video above their is a replicated heist from GTA 5. They filmed it for entertainment and then shared it with the public. The idea that video games cause the audience to replicate real life often caused external audiences such as parents to panic and often leads to shock newspaper titles.
The idea of copycat behavior has also caused company's such as Roosterteeth to make an entertainment series on Youtube exploring current game mechanics. With the connotations being for entertainment they allow them to integrate pop culture in with something they love to do. They also make it very clear that you shouldn't try this at home and that it is purely for entertainment.
Yet as we witnessed earlier the response of copycat behavior can often cause some people to actually commit crimes under the "influence" of video games as they think it is real life and will help suit their needs. Most commonly the examples of:
Back in 2003 a 17 year old was faced with a life sentence after he murdered a 14 year old boy by stabbing him to death. The idea of mass media causing violence under the hypodermic needle theory was then spread in the papers with one headline being "Murder by Playstation". The 17 year old was reported to by obsessed with the game Manhunt and was linked to the murder due to the concept of this theory. It was also noted that he was armed with a knife and a claw hammer and approached his target much like the mechanics of the game. Making him desensitized to violence.
It was reported that a group of teenagers mugged a man outside of a supermarket in the USA (due to violent behavior injected from Grand Theft Auto.) and harassed motorists with baseball bats, crowbars and a broomstick. When questioned by the police they told the detectives that they were imitating GTA. Which later lead to headlines with the phrasing of GTA causing mass murder.
The three victims all suffered different forms of abuse from being severely beaten during a robbery, a carjacking and a driver who's van was attacked with the list weapons. All 6 members of the gang were charged as adults in the crime.
On a similar theme to aggressive behavior. Violence and rage can often be caused by video games which often leads to players shouting and throwing controllers. The first video is from the impossible game and the user behind it is recording his rage for those to watch as entertainment. In the game you have to get the correct timing to avoid the obstacles and get through the rest of the level. After he keeps losing at the video game he begins to shout (and swear so watch at own leisure) you also begin to notice a trend in his video game performance as he gets worse as the stress is getting to him and he begins to bang his controller off the desk.
Other games such as Fifa (The football game) have also become nutritious for those who rage quit. In fifa when playing online factors such as a slow connection or the game loading under "lag" can often cause the other player to begin shouting and raging as during the time their game hasn't loaded the other play has scored. There is also a term known as sweaty goals to where the player runs close to other players goal and taps it in with little effort. Because of this and the feeling they will never win they outburst with rage and can often lead to them giving abuse to other players online.
Other online games such as Call of Duty where you are versing other online players can also lead to anger. As if you keep getting killed without getting the other players the dignity and the reputation of the player makes them feel like they are bad at the game and leads to self hate at first. Before shouting at the other players and saying "where the hell was he" or "no way did he kill me". Although if the player is winning they can often get a different response of joy and profoundness which we will now look at.
Sandbox games such as Minecraft where you start in a world with nothing and slowly build your way up the gear and improve the world around you can often lead to joy. As there is an end result to all your hard work and hours put into the game. Whilst you don't always get one reaction to playing a video game you may feel joy starting the game, yet during the duration of you playing the game you may feel challenges and feel rage or sad that you have lost equipment (or part of your house you use, with the materials you find). This has often lead to players showing off their creations in a really proud video on Youtube showing others what they have achieved.
New trends in video games or effects such as rag dolls can often cause players to laugh and enjoy the virtual world around them. Most frequently the start of the Virtual Reality gaming world has kicked off and the new settings has lead to players getting really excited and happy whilst playing in a virtual world. In the video above Achievement Hunter are playing an office simulator yet move around in the real world whilst effecting the digital world. They find joy in the simple things such as squatting in the real world to be sat playing a video game in the digital world. Or even waving and photocopying donuts. With the main factor of joy being that you are actually interacting to play the game and makes it feel like you are actually doing it.
On a similar theme of finding joy in a game, some audience see games as relaxation and a calm way to end the day. In the game Endless Ocean 2 players get to swim underwater looking at all of the wild life, swimming with dolphins and whales. With no violence or needs to go through lots of effort to feel a reward from the game. Instead you just get to sit back and enjoy the virtual world around you.
Other games such as Truck Simulators or other simulators are ways of exploring the real world without the stress. You can sit back with your remote controller, perhaps one with a steering wheel attachment whilst you drive around the digital world enjoying the view. The objectives in the game are often drive from A to B or do a simple task and rewards the players for doing so.
Not all responses of video games are happy and relaxing, some players opt to play games with a narrative as they find they enjoy it more and they become more relate able to the game. As the narratives characters and themes may sometimes match those of the audience. For instance the interactive game The Walking Dead by Telltale allows the players to make choices constantly throughout the game player under the character of Lee. The added tensions comes from the constant threat of a Zombie outbreak and the survivors themselves. As the game goes on the player becomes close to these characters and often not so close to some others. In the ending of the first game the main character dies through a zombie bite band you must decide whether the little girl you have gotten to known throughout the game kills you are leaves your zombie corpse attached to a radiator. Leading the audience to become very sad at the emotional scene. Causing them to feel pain over a video game.
Other games such as the apocalypse game The Last of Us has lead to audiences feeling that the game was going to have a happy ending but as the game progressed the very relate able themes became apparent and lead to the audience feeling upset and depressed: " t's really a beautiful story, but it's very difficult. It's dark, cold, paints humanity in a cruel light, doesn't really have any heroes, and will leave you feeling very empty. " The game was also noted that the relationships between the main characters also lead to the game affecting the players emotions by "gradually, eventually erupting when you least expect it. From the heart-breaking opening to a perfectly-acted argument in an abandoned ranch house, this title stands above the rest in its ability to really get under your skin."
The game P.T was a horror game that release a sample of what was to come before getting cancelled later last year. It mainly drew attention due to it's creative use of horror the promise that the Silent Hills game (the link to the game franchise) was going to be created by Hideo Kojima a well known and acclaimed games designer and horror film director Guillermo de Toro. In the video above the audiences reaction to the game is to cover their eyes and to wish they were there. As the games plot and jump scares lead to the audience feeling disturbed. Often pulling away and screaming when seeing cockroaches flood the halls, witnessing a bloody fetus in the sink. Ghostly bloody images of the wife appearing in the hall way whilst the audience has no means of defense. Causing the audience to feel isolated, scared and alone.
Towards the end of Until Dawn the gore factor begins to kick in as all 10 of the players can be killed off depending on the players choices. In the reaction video above you can see how they become unstable and unrelaxed as they witness the death of the players they are getting to know. Whilst they make fun of the horror cliches during the right moments you can tell their response is one of fear. In the end of the first episode of the game you have to make the choice to let go of a cliff with you and your friend attached, or to shake your friend off. No matter what you pick your friend falls of the cliff and lands on a rock leading to death. Showing the player than you cannot predict what is going to happen. Other deaths such as being ripped apart from the games monsters, or even falling down an elevator shaft up the gore and the cause the player to look away in disgust.
The final reaction I will look at is the reaction to play more. Games these days have so much content and with sand box games the possibilities are endless. Which has often lead to some players constantly wanting to play their games to suit their needs and gratification. The video above shows one example of why the unemployed 23 year old has become addicted to video games. It starts by him explaining how he feels more valued in the video game, as not only is it rewarding but the online players interact and deal with him more in a pleasant way rather than real life.
He feels that the game is rewarding and simple to play and makes him feel good about himself. He always passes up good life choices in order to progress to play video games. He feels depressed about this which leads him to play more. Only eating once a day and playing all night just getting up to go to the toilet. He also states that he plays playing the game under influence of drugs as it makes him feel more immersed. He seeks help as he feels his real life needs some improvement and that his video game isn't getting him anywhere. As he feels that leaving the video game will mean he's wasted his life so far. Dr Phil then breaks down his problems and aids him in a new recovery. There have also been some cases where people have played video games as a mean to pass the time whilst recovering on injuries however there was a tragic consequence.
In 2007 in Ohio USA a 16 year old shot his parents after he was banned from playing Halo 3 in the family home. As they found out he had bought the game and use to sneak it round his friends house to play it without them knowing. After they found out they took the game and locked it in their gun cabinet away from the child. Once he found out he kicked out in a spit of raged and gained access to a gun whilst going for the game.
He walked into the front room and shot his father in his head whilst he was watching the TV and then shot his mother. His father survived the attack and blames the game for the death of his wife. The 17 year old only began playing games after he had a snowboarding injury last year and couldn't leave the house. So the games became part of his uses and gratification in order to keep him entertained. As he was stuck in the house for over a year. Because of this he slowly began getting depressed and relied more and more on the game.
When it was took away from him he snapped as he was no longer able to meet his needs. His aggression lead to the death of his mother and was convicted for over 23 years.
It is also noted that some games have been designed to keep the player interested in the game and to spend more time and money on the game. Mobile games such as The Simpsons Tapped Out are games that require the user to put characters on jobs to earn money (also earned by tapping on buildings after the duration required). When the player gets more money they can buy buildings which then unlocks other characters and progresses the game. It keeps the audience coming back as the length of time to wait for the money and the building to build is often long from 1 hour to 24 hours. There is an often for the player to speed ahead by using the in game currency, often the player is given a sample of this to show its affects, which requires the audience to buy in order to use.
Time event that offer the players exclusive items also cause the player to constantly check into the game to try and finish it all before the deadline.
Audience Interpretation
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Now that we have looked at the direct responses of the audience, I will now look at the various interpretations that the audience may get from video games. I will also consider how the younger audience might respond to video games. This section is a lot more shorter than the others as we have touched upon it during the various other sections.
One of the first interpretations is the idea that the in game mechanics and rules can also be applied to the real world. For instance if a player loads up GTA and runs down an entire city, they feel like the violence could be transferred to real life causing them to do it in the real world. For instance if a young child who hasn't matured and learnt enough about the real world they may think its okay to commit crimes committed in the video game. As they haven't had enough learning experiences and often find that only certain messages are directed into their brain. As there is no consequences in the digital world. Which is what happened with the young 8 year old child who murdered his carer. As the violence has been caused by them seeing it as the facts of life.
But not by accident but other than ignorance for instance in 2013 an 8 year old boy was arrested in Louisiana - USA for shooting a 90 year old women. After it was claimed he finished playing Grand Theft Auto 4. Because of the active and passive theory being used for media products the game was tagged directly to this instead of looking at other theories as a whole. Such as the mindset of the child before playing the game or in fact that he hasn't had the time to mature since he was only 8. Which is why they are labelled theory as there has been no correlated evidence between humans the act of video games.
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Again on a similar theme the audience may play a game and think that the game shares the same facts as life and how you interact with others is the same as a player in a video game. Say one character constantly swears in their conversations the audience may think this is okay to do with their friends and and others leading them to be accidentally aggressive as they feel like they should be able to speak the same as the characters.
This was also why the Mothers Against Drunk Driving where also getting concerned, although mainly for out of respect. They feared that the audience may think drunk driving is okay in real life as they didn't have any consequences in the game for doing so. MADD, called on the games publisher to consider stopping the games distribution "out of the respect for the millions of victims/survivors of drunk driving". During the game once the players get intoxicated the screen becomes blurred and the controls become more difficult. They have the option to walk or hail a taxi yet the feature to drive is also free to use. After a few in game minutes the effects wear off.
Other factors such as committing crimes and violence under the idea that what they are playing represents real life. Although the active audiences of video games may just interpret the game as simple enjoyment depending on how they have been raised. If the child is more mature they may understand why the video game has a higher rating and that what they are doing is just a game and not meant to be done in real life. Some children however, may get confused by the game as they will not have explored the themes the video game brings up.
For instance heavy narrative games such as those by Telltale often explore dark life themes such as alcoholism, trust, corruption and scandals will not have been covered by younger audiences and they may get bored of the game as those games are narrative and not that reliant on game play. More notable the game the Wolf Among Us by Telltale explores the corruption of a mayor and a villain who is misunderstood trying to help the town. Whilst the younger audience may enjoy playing the game the games messages might not be so clear. And interpret that the game is boring.
Some games however may be that clear in tone that the audience may be able to interpretate that video games can often mix in real life themes and that they see characters in themselves. For instance if the audience was younger than intended they may go for the looks saying they look like them and they enjoy that. Whilst the more mature audiences may relate to players on an emotional and personality level. For instance the game Life is Strange is a game that is rated 16.
The game explores a young teenage girl who doesn't fit in and finds she has the powers to reverse time and begin the timeline again. She witnesses crimes and mischief along the way in which she tries to help using her good nature. Younger audiences may think it's cool to go back in time and think they look like the players. The game also features some strong language and violence which the younger audience may think is part of an everyday life and then they use them in their social context. Those who are 16 are over will see the use of character as a narrative point and may reflect that they are like the main player if they are reclusive yet still cares about others. They will also note that the violence is part of the video game and that strong language shouldn't been used in every sentence of conversation. To which may be a learning experience to those playing the game.
Teaching them the means of life if they are the correct age rating, as they are able to defer the game play from the message of the game. The game play may allow the player to be violent or over the top but the interlaced narrative gives the game context and shows the audience from right or wrong. Yet a younger audience may see that there is no message and that the game play is the context for real life not the digital world they are in. Which brings the loop full circle, the video game is not always the cause for real life violent crimes. It is often those who are not mature enough mentally who cannot defer the games message from the game play and real life as they are more passive in the mind instead of being active. It also indicates that age ratings can be very different to the players mental age and maturity.
End of Assignment
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