Thursday, 12 May 2011

Critical Investigation Final

“There is a mechanism, usually called ‘identification’, which makes viewers of ‘violence’ vulnerable to it – such that it thereby becomes a ‘message’ by which they are invaded and persuaded.”[1]


How and why does graphic violence within video games such as ‘Call of Duty’ attract a teenage demographic?


Call of Duty is a first and third person video game series franchise owned by Activision. In 2009, the total sales for the entire COD series surpassed 55 million, taking $3 billion retail sales. [2]It is played for more than 600 million hours which is equivalent to 68,000 human years and one of the reasons why theorists suggest video games have “...sucked the social life out of many of today’s teenagers”.[3] Jean Anthelme Bruliat-Savann, a French lawyer and politician once said "Tell me what you eat and I shall tell you what you are".[4] However this quote is more than just about our diet, it can be used in the context of how we develop mentally and what we allow our minds to ingest i.e. violence. Although violence and aggression in a young audience is a major concern for society, institutions such as Infinity Ward and Treyarch who are one of America’s biggest video game developers, still continue to produce games with high volumes of violence. Professor of Psychology Richard Ryan believes organisations such as Activision do this as “Players did not enjoy games more because of the violent content; they enjoyed them because of the attributes… It’s the thrill of victory that’s thrilling, not the production of blood and gore, [5] This essay intends to prove that violence is one of the factors why teenagers play Call of Duty.


For a young audience which ranges from eight year olds and above, video gaming institutions keep the high volume of violent content in order to satisfy their requirements. The high intensity of this graphic violence ensures the audience respond to these graphics negatively as “All video games create behavioural scripts, which encourage the player to respond to the virtual environment in certain ways and rehearse those behaviours over and over”.[6] Examples of these rehearsals are within the game play of Call of Duty Modern Warfare 2 [7] when “the player earns points by shooting as many tourists as possible, including those who are injured and crawling away”[8] connoting that “many narratives have depended on violence and it is clear that violence in fictions gives pleasure to the audience”[9]. It has become a major concern for parents and society, and especially about young males who have a high trait of aggression and much “more likely to prefer or value games with violent contents”.[10]


The media in one form or another can be arguably offensive and controversial however in some cases contents within the medium can relatively have positive outcomes. On the contrary media texts such as Call of Duty are known for their negative effects upon their target audience. Studies show, “Children in their early teens found that almost a third played video games daily, and that 7% played for at least 30 hours a week.”[11] Although it does not prove Call of Duty is an influential game it does prove games such as COD (short for Call of Duty) “shape young people’s attitudes and actions than do parents or teachers, thus replacing them as educators, role model and the primary sources of information about the world and how to behave in it.”[12] Provided the high level of violence it is known for, teenagers also have an urge to play these games in order to reduce stress with an excuse for escapism. We could argue that non violent games such as Fifa 11[13] which is a game based on football can have the same effect however “violent entertainment may offer viewers – especially young males – a way to explore their violent tendencies without hurting anyone.”[14] It can therefore be argued that “media violence is a catharsis which may actually help reduce aggression”[15]. A variety of studies and tests have been conducted and shown that there is no “link between violent games and aggressive behaviour”[16] however also suggest that players high in trait aggression “value games with violent contents”.[17] The actions of 9/11 have allowed media institutions to glorify these incidents and even with the use of censorship still manage to “reveal an extensive presence of violence in modern media”.[18] Studies show “the average child will see nearly 100,000 violent images in the media before he or she reaches the age of 18.”[19] The effects of globalisation and media technology ensures “the media makes the world a lot violent than it is”.[20] However it can be argued that without these violent graphics “there would be no substance to a game”.[21] Call of Duty Modern Warfare[22] and Modern Warfare 2 contain images and narratives that resonate with and reinforce a tabloid imagery of post 9/11 geopolitics which “glorify military power and elicit content for the idea that state violence and wars are inevitable”. [23]


In recent times studies, surveys and research show there is an “extensive presence of violence in modern media”.[24] Call of Duty ensures their volume of violence contribute to the way “children and youth spend an inordinate amount of time consuming violent media”.[25] It has come to the point where “shooting dogs, beating children and murdering innocent civilians”[26] are the norm for game developers and have many concerned that “it’s not about censorship but it’s about protecting our children”.[27] Social philosophers such as Michael Gurian note that boys have 20 times the level of testosterone found in girls and because of that “males are more attracted to violent imagery than females are”.[28] It is that kind of evidence which encourages Hollywood and video-game makers to undercut their own rating restrictions in order to affect the male audiences who “have more trouble controlling violent impulses”.[29]


Many are concerned with the way Call of Duty’s influence has caused an impact on society. Stanley Cohen, a Sociology professor defines a moral panic as “a condition, episode, person or group of persons who emerges to become defined as a threat to societal values”.[30] In context to this, Call of Duty acts as a metaphor for this “condition” whereby “children’s exposure to violence in the mass media, particularly at young ages, can have harmful lifelong consequences”. [31] However Professor Mark Griffiths has argued that “younger gamers, typically under the age of eight, tend to be more influenced by games and what they see on screen”[32] and so “we must get away from the habit of thinking in terms of what media do to people and substitute it for the idea of what people do with the media”.[33] There are many concerns with media violence such as learning of aggressive behaviours and attitudes where “media violence may not make children violent, but it may teach them that violence is a normal way of solving problems.”[34] Therefore by playing a graphic game such as Call of Duty may make audiences believe that the content is normal and acceptable within society. There is also the concern of desensitization to violence where violence and gore shock the viewers initially however eventually become use to it. Call of Duty Black Ops[35] has a very violent scene where a character is interrogated by inserting broken glass into his mouth while numerous punches are thrown at him. It is this kind of violence which is constantly portrayed within Call of Duty and encourages young audiences to “be less shocked by real-life violence”.[36]


In relation to theories Call of Duty has a variety of ways to get to their audience. For example the hypodermic needle theory where the audience passively intake the mass media’s portrayal and tend to believe it. The audience is injected with the idea that war and violence is an enjoyable experience and the mass media’s portrayal of gender and ethnicity are the correct portrayals within the video game. This gives the impression that “if something is repeated often enough it will tend to be believed and remembered”.[37] It can also be shaped into the context that if violent games are continuously produced by gaming institutions it will tend to attract a more mainstream audience and make young audiences feel that the idea of this violence is socially accepted. However audiences can also take initiative of their own consumption and choose whether to believe and act upon the media. This is known as the cultivation theory where either “children replicate the behaviour they view”[38] or instead use the games as a way to tune out of the real world and “if they want to steal a car, they steal a car in the game instead of in the real world”. [39]


Some seem to believe that exposure to violent video games is not a contributing factor in violent behaviour and that “the scientific debate about whether exposure to media violence causes an increase in aggressive behaviour is over”[40] and in fact should have been over 30 years ago. Recent times show that “a large portion of today’s teenage generation spends much of its free time sitting in front of a computer screen shooting aliens, zombies or other teenagers sitting at another computer screen”[41] and could connote that because others are playing it such as their friends; they feel the need to interact with the similar behaviour. However becoming emotionally attached to games like Call of Duty increases feelings of hostility, decreases emotional response to the portrayal of violence and injury and therefore leads to “violent behaviour through imitation”.[42]


The main cause for concern is for parents who are continuously pressurized by their children to buy these violent games and throw tantrums should their parents not agree. Michael Rich a professor of paediatrics believes that “Any parent who goes out to the supermarket and shops for food for their kid wants to look at the can and know the ingredients.”[43] However the same does not apply for games and therefore “don’t know what we’re feeding our kids’ minds.”[44] Daphne White believes that parents should enforce their authority over them as “we wouldn't give our children a drug just because they ask for it. It's still important for parents to say no.”[45]


To conclude it is quite obvious that video games have contained a high degree of violence and that realism and gore levels have risen but only simply because “video games are also the more popular games on the market.”[46] It can be argued that there is a “strong correlation now between the violent natures of games these days and the aggressive tendencies in game players”[47] however “equally possible that violent media images serve a valuable function by providing audience with a vicarious outlet for their violent impulses”.[48] In my opinion I do believe that the graphic violence within Call of Duty does attract a teenage demographic as it is a route of escapism and a way to vent out any aggression and stress interactively however it has come to the point where much younger audiences who are influenced easily use the violence within games as an excuse to imitate it within society and based on that enhance their game enjoyment. Institutions use this to their advantage as they know that the more violent the game is the more sales it is more likely to get. However different age ranges of audiences react to violence in a different way where younger audiences seem to become more influenced rather than an older generation. In my own experience I have found that video games such as Call of Duty are such a big attraction as it is a product which socially creates a community amongst me and my friends and a place where we can gather to have fun.


Bibliography



Works Cited



Books



Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007).Violent video game effects on children and adolescents: theory, research, and public policy. Oxford : Oxford University Press.


Burton, G. (1990). More than meets the eye: an introduction to media studies. London: E. Arnold :.


Clark, V. (2007). Complete A-Z media & film studies handbook(1. publ. ed.). London: Hodder Arnold.


Cohen, S. (2002). Folk devils and moral panics (3rd ed.). London: Routledge.


Rayner, P., Wall, P., & Kruger, S. (2001). Media studies: the essential introduction. London: Routledge.


Websites



Call of Duty


http://en.wikipedia.org/wiki/Call_of_Duty http://www.englishandmedia.co.uk/mm/subscribers/index.html



Our Appetite for Aggression


http://www.vision.org/visionmedia/article.aspx?id=759



Is Media Violence a Problem?


http://www.enotes.com/media-violence-problem-article



My son wants Call of Duty, but how do these video games impact teen boys?


http://cmch.typepad.com/mediatrician/2009/12/call-of-duty-teen-boys.html



The Motivating Role of Violence in Video Games


http://psp.sagepub.com/content/35/2/243.abstract



Video Games: A Cause of Violence and Aggression


http://serendip.brynmawr.edu/exchange/node/1723



Our Appetite for Aggression


http://www.vision.org/visionmedia/article.aspx?id=457



Is Media Violence a Problem?


http://www.enotes.com/media-violence-problem-article



The Hitman Study


http://www.psycontent.com/content/k1263x424326ulm7/



The Motivating Role of Violence in Video Games


http://psp.sagepub.com/content/35/2/243.abstract


The Influence of Media Violence on Youth


http://psi.sagepub.com/content/4/3/81.short?rss=1&ssource=mfc



Our Appetite for Aggression


http://www.vision.org/visionmedia/article.aspx?id=457



Gaming addiction: myth, medical condition or moral panic?


http://rebeccacraft.wordpress.com/2010/12/06/gaming-addiction-myth-medical-condition-or-moral-panic/



“Invading Your Hearts and Minds”: Call of Duty®and the (Re)Writing of Militarism in U.S. Digital Games and Popular Culture


http://ejas.revues.org/8831



The influence of media violence on youth


http://digiplay.info/node/2778



Violence in Video Games and the Baghdad Massacre


http://www.infowars.com/violence-in-video-games-and-the-baghdad-massacre



Labour MPs clash over Call of Duty: Modern Warfare 2 game


http://www.guardian.co.uk/politics/2009/nov/09/labour-mps-call-of-duty-modern-warfare



Our Appetite for Aggression


http://www.vision.org/visionmedia/article.aspx?id=457



Is Media Violence a Problem?


http://www.enotes.com/media-violence-problem-article



Report: Teenage brains desensitized by video violence


http://www.digitaljournal.com/article/299214



Is Media Violence a Problem?


http://www.enotes.com/media-violence-problem-article



Studying videogames


http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/_mmagpast/St_Vdogms.html



Diploma – the c-word: censoring the media?


http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/_mmagpast/mm28_diploma_censor.html



http://www.englishandmedia.co.uk/mm/subscribers/index.html



The Psychological Effects of Violent Media on Children


http://allpsych.com/journal/violentmedia.html



Our Appetite for Aggression


http://www.vision.org/visionmedia/article.aspx?id=457



Video Games: A Cause of Violence and Aggression


http://serendip.brynmawr.edu/exchange/node/1723#2



Games



Fifa 11, 2010, Electronic Arts



Call of Duty Modern Warfare 2, 2009, Activision



Call of Duty Modern Warfare, 2007, Activision



Call of Duty Black Ops, 2010, Activision



Moving Image



Call of Duty: Black Ops - 012 - Numbers Part 1 of 2 [Veteran/HD]


http://www.youtube.com/watch?v=MEt36IJEdmg&feature=player_embedded



VIOLENCE IN VIDEO GAMES


http://www.youtube.com/watch?v=esA4w7_A70M&feature=player_embedded



Works Consulted


Websites



Writing the history of the future: The killing game


http://www.old.japanfocus.org/products/topdf/2130



The Psychological Effects of Violent Media on Children


http://allpsych.com/journal/violentmedia.html



'Think of the children...'Moral panics in the media and video games


http://www.younilife.com/killer-games



Call of Duty: Calling Off Violence in Video Game


http://www.fictionpress.com/s/2862370/1/Call_of_Duty_Calling_Off_Violence_in_Video_Games



Does game violence make teens aggressive?


http://www.msnbc.msn.com/id/16099971/ns/technology_and_science-games/


AMERICAN ACADEMY OF PEDIATRICS: Media Violence


http://aappolicy.aappublications.org/cgi/content/full/pediatrics;108/5/1222



Violence, War, and Call of Duty 4


http://palgn.com.au/10453/violence-war-and-call-of-duty-4/



Media Violence and Aggression


http://www.articlesbase.com/mental-health-articles/media-violence-and-aggression-3670690.html



Appeal of violent video games to lower educated aggressive adolescent boys (Lemmens & Bushman, 2006)


http://vgresearcher.wordpress.com/2008/01/08/appeal-of-violent-video-games-to-lower-educated-aggressive-adolescent-boys-lemmens-bushman-2006/



Moving Image


Call of Duty: Black Ops Shows Good Guys Using Torture - Alex Jones Tv


http://www.youtube.com/watch?v=3fvxS54r0mQ&feature=player_embedded













[3] http://www.englishandmedia.co.uk/mm/subscribers/index.html Diploma – freedom to play: is online gaming hazardous to health?





[6] http://cmch.typepad.com/mediatrician/2009/12/call-of-duty-teen-boys.html My son wants Call of Duty, but how do these video games impact teen boys?



[7] Call of Duty Modern Warfare 2, 2009, Activision



[8] Ibid



[9] Clark, V. (2007).



[10] http://psp.sagepub.com/content/35/2/243.abstract The Motivating Role of Violence in Video Games



[11] http://serendip.brynmawr.edu/exchange/node/1723 Video Games: A Cause of Violence and Aggression





[13] Fifa 11, 2010, Electronic Arts




[15] Ibid




[17] http://psp.sagepub.com/content/35/2/243.abstract The Motivating Role of Violence in Video Games






[20] Ibid




[22] Call of Duty Modern Warfare, 2007, Activision



[23] http://ejas.revues.org/8831 “Invading Your Hearts and Minds”: Call of Duty®and the (Re)Writing of Militarism in U.S. Digital Games and Popular Culture




[24] http://digiplay.info/node/2778 The influence of media violence on youth




[25] Ibid



[26] http://www.infowars.com/violence-in-video-games-and-the-baghdad-massacre Violence in Video Games and the Baghdad Massacre





[29] Ibid



[30] Cohen, S. (2002).




[32] http://www.digitaljournal.com/article/299214 Report: Teenage brains desensitized by video violence




[33] Rayner, P., Wall, P., & Kruger, S. (2001).




[35] Call of Duty Black Ops, 2010, Activision



[36] Ibid



[37] Burton, G. (1990).





[40] Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007).



[41] http://www.englishandmedia.co.uk/mm/subscribers/index.html Diploma – freedom to play: is online gaming hazardous to health?



[42] http://allpsych.com/journal/violentmedia.html The Psychological Effects of Violent Media on Children




[44] Ibid



[45] Ibid



[46] http://serendip.brynmawr.edu/exchange/node/1723#2 Video Games: A Cause of Violence and Aggression




[47] Ibid



[48] Clark, V. (2007).