Video Games as
Culture
As this article will show “Video Games as Culture“ is
a very broad topic which allows us to focus on different sub-categories
influenced by this medium. It seems to
be self-explanatory that games and culture are linked: talking about video games
automatically includes culture. A number of interesting effects this medium has
on today’s culture will be discussed in this paper. The focus will be on the
relationship of video games and the cinema, different marketing strategies in
order to make games a mass-medium, as well as on the medium video games represented
in other media like the Internet, smartphones and gaming consoles.
Video Games and
the Cinema (Jessica Thon)
“[V]ideo games [..] are already beginning to influence
other media, from cinema to music videos to performance art” (Egenfeldt-Nielsen
142). This quote from Egenfeldt-Nielsen’s book Understanding Video Games: The
Essential Introduction, published in 2008, mirrors the diversity of “Video
Games as Culture”. One interesting aspect of these influences is the
relationship between games and cinema. Coming back to the idea of remediation it must be said that this
process seems to work in both ways: video games remediate cinema as well as the
movie industry remediates video games. Focusing on the statement that video
games remediate cinema Geoff King writes in his essay “Computer, Games, Cinema,
Interfaces” that a number of games borrow special effects or shots from action
movies (King 149). Egenfeldt-Nielsen notes that movies also make use of video
games by adopting particular special effects (143). Examples both
authors mention are The Matrix (1999), Romeo must Die (2000) and Run Lola Run (1998). All of them borrow special effects from video games.
Matrix scene adopted from video games
Nevertheless,
video games sometimes make use of movies as well. They adopt the plot or
sequences of a movie and create a sophisticated video game: one example could
be the James Bond games which are
based on the action movies (King 142). King continues, however, that “narrative
plays a less important or central role in games than it does in cinema” (147)
showing a negative aspect of borrowing from films. This disadvantage is
disproven by Egenfeldt-Nielsen’s statement explaining that most of the video
games follow narrative structures. There is always a hero who experiences
dangerous adventures. This plot or structure is similar to Hollywood movies
(143).
This brings us to another interesting and maybe more
obvious fact referring to the relation between games and cinema: making video
games into films. Well-known examples of movies, cartoon series or anime based
on video games are:
- Doom -
Silent Hill -
Alone in the Dark
- Final Fantasy -
Tomb Raider - Resident
Evil
- Prince of
Persia -
Super Mario
- Sonic (cartoon series) - Devil May Cry (Anime)
The trailer of the video game based movie Devil May Cry:
Now, the question is why movies are based on video
games. One aspect is that this process works quite well because of the quality of games. They use sequences,
views and three-dimensional effects similar to movies (King 142). Further, the
digital technologies used in movie and game production, e.g. animations,
overlap in both genres (King 144). They are on the same technical level.
The second reason is to use these movies or television series as
a marketing platform. Marketing brings games to the public (Egenfeldt-Nielsen
138). Consequently, making video games into movies is kind of advertisement and
pays attention on particular games. It is only one way to move video games from
a sub-culture to the mass-market (Egenfeldt-Nielsen 139).
Video Games Advertising and World of Warcraft (Isabella Langer)
Nowadays, video games are not only an occupation for people who are “in on the secret” anymore. In earlier days video gaming was not widespread, but progress and
remediation greatly contributed to its rise in popularity. Video games like Pac-Man and Space Invaders were games that brought video gaming to
people´s attention (Egenfeldt-Nielsen 139). Advertisements and promotions of
Atari and Sega followed by Nintendo “brought the computer age home”, as Atari
once claimed (139). Furthermore, video game popularity started to experience an
upgrade from being described as a subculture to being on the mass-market (139).
Video games became even more widespread when they started being played and offered on the internet. A game that turned out to
be well-known and well received is World
of Warcraft (WoW), which was released in 2004. It is described as a massively multiplayer online role-playing game that
has become very popular, with the help of a lot of promotion and
advertising. Extensive television, print and online advertising aided in the success of this game. There are several web pages and fan pages about World of Warcraft. There is a site called WoWWiki a web page like Wikipedia that
is only dealing with game related issues. People who are interested in detailed information on the game have the possibility to look
at photos, videos and to participate in a chat room to communicate with other fans.
The video platform YouTube provides many videos about World
of Warcraft. There are songs, trailers and other information about the game and
its characters. Furthermore, it seems as if many people post information that contains instructions, cheats, or more detail for people that
are engaged in playing this game and who have faced difficulties. World of Warcraft can be defined as a game
that “requires the user to engage in play”(Egenfeldt-Nielsen 139). Moreover,
this video game can be described as being a “video game culture which is
separated from a constructed mainstream culture, as something new, different,
and more importantly definable” (Shaw 404). This quote shows that culture
cannot only be applied to the “real” world but also to a virtual world. It is a world that is being placed in a video game where people from all over the world can meet in a virtual space with their self-created avatars. Members are able to talk to each other and to elaborate on new strategies while playing together by using microphones. In the end it can be described as a world that is different from the real world, but still, there are many people from the "real" world having a huge part in changing the virtual world as well as the one we are living in.
The video game
World of Warcraft has become popular, to an extent that even some famous people like
Ozzy Osbourne, Chuck Norris, Jean Claude Van Damme, William Shatner and Mr. T from the A-Team have recorded commercials
for World of Warcraft that were shown on television and are accessible via
YouTube. There is even a Spanish advertisement by Willy Toledo.
The presence of celebrities associated with this video game contributes to the promotion for it and draws more attention to the game to solicit new members. It is possible that many people just start
to play World of Warcraft, because they see these commercials and can also be a contributor to the virtual world.
The Cultural Influence of Online Games (Sandra Müller)
During the last decade, the development of
video games into an important part of culture experienced a great boost through
the emergence and rapid evolution of online games, such as World of Warcraft, Defense of
the Ancients (DotA), or even
Facebook’s famous browser game FarmVille.
While the cultural influence of the video game industry certainly cannot be
denied in this day and age, since, as Simon Egenfeldt-Nielsen puts it, “video
games are one of the world’s most explosive examples of new media” (133), the
overall public perception has been rather controversial ever since the early
80s when classic games such as Pac-Man
and Space Invaders were published
(Egenfeldt-Nielsen 139).
The main focus of negative criticism and
the reason for various countries to establish a set of rules in order to
enforce limits on video games (Egenfeldt-Nielsen 140) might be the sometimes
too realistic depiction of violence and sex. Another reason for critics to
argue against video games may mainly refer to the field of online gaming. Here
we are talking about the danger of excessive addiction and thus complete
withdrawal from one’s social relationships within the real world. Due to these
dangers proven more or less justified by, for example, the extreme case of the
South Korean online gamer Kim Kyung-jae who “died […] of exhaustion after
playing online for eighty-six hours” (Egenfeldt-Nielsen 140), the advantages
and positive effects online games can have on the player are likely to be overlooked.
For example, take someone who is socially
very reclusive in the real world and uses the platform of online gaming as a
way to communicate with people, to build relationships all around the world.
Online games encourage players to form parties of several different characters
in order to achieve goals which would be hard to impossible to reach all alone.
After some time, the members of such parties tend to organize meetings in the
real world to deepen their relationships even beyond the virtual world. This
social interaction through online games has the power to blend various cultures
by bringing the most different people together, creating a “community that
exists inside and outside the synthetic world at the same time” (Castronova
121), which shows the most important difference of online games as opposed to
regular video games. Furthermore, online games have established a subculture
which merges regular team-sports and online gaming into what is now known as
eSports (electronic sports). On a more or less regular basis players and fans
of certain online games, such as StarCraft
II or DotA 2, are presented
tournaments which range from small local contests to huge international
competitions and also offer greatly varying prices reaching up to one million dollars
for the winning team. These tournaments are streamed and in order to watch them
live one has to purchase a virtual ticket or actually attend the main event,
which is only possible in some cases, for example The International, one of the most famous tournaments of DotA 2.
The International
The Dutch scholar Johan Huizinga describes
games as creating a “magic circle” which is explained by Egenfeldt-Nielsen who
says that “playing a game […] means setting oneself apart from the outside
world, and surrendering to a system that has no effect on anything which lies
beyond the circle” (24). As demonstrated earlier, this does not apply to online
games, since they clearly have impact on the outside world and thus increase
the cultural value of video games even further. In addition, there are cases
where the real world directly influences the virtual world. Several culturally
important holidays, such as Christmas or Halloween, are celebrated within the
game by the community and games like World
of Warcraft or DotA 2 even
present the players with special events which offer different additional
activities. All these facts clearly show the cultural value of video games not
least due to them being seen as entertainment, which, according to
Egenfeldt-Nielsen, “plays a crucial […] role in contemporary life” (147) and in
the end this is the most important role of games of any kind.
The Growing Reach and Influence of Mobile Gaming (Andrew Wisenberg)
Mobile games are not a new fad or
idea. In fact, "mobile phones have been game-enabled
since 1997. However, it seems that mobile phone games are only taking off now,
in the 2010s. With mobile phones and, specially, smartphones, reaching critical
mass games, in their mobile form are accessible to more and more people, young
and old, men and women" (Bouça 1).
The advancement in the technology found in our phones is what has allowed this
growth, with Chan noting “Games are becoming
part and parcel of the contemporary mobile phone that is no longer just a phone
by dint of its seemingly compounding multiple Short Message Service, Multimedia
Messaging Service, MP3, e-mail, and camera functionality and Internet
connectivity” (13).
Video of Snake 1997, game designed to replicate the classic mobile game Snake.
In 2008, before the real explosion of
mobile gaming, Egenfeldt-Nielsen stated “the number of people who have never played
a video game, from first graders to retirees, seem to be inexplicably dwindling”
(134), and I believe that this number is drastically lower five years later, as
mobile gaming has taken off with games such as Angry Birds, launched in 2009, and Temple Run, launched in 2011. Games such as Angry Birds can be played by children as young as four or five, and
by adults in their eighties and nineties, as it is designed, as are many mobile
games, to be for short sessions of play and with controls that can be
understood and mastered by all ages.
With
mobile network enabled tablets and smartphones becoming ever more popular,
mobile gaming can take advantage of the casual online gamer, such as those who
play FarmVille on Facebook, all the
way to the serious gamer. Be it playing a Facebook game via your phone or
tablet, or utilizing an app created by Activision for World of Warcraft to auction items or communicate with your guild,
the technology now available on mobile devices has allowed gaming to grow both
with demographics who were already regular users and those who had never
touched a game.
New
users, be it on the computer, a console or a smartphone, result in more revenue. And
while "apps (particularly gaming apps) are often derided as little more than
fluffy distractions, the financial potential of applications used for games
with millions of players will not be ignored by the companies that own or run
these games" (Christensen and Prax 738). As Weber notes in his article on Forbes.com, “digital
sales of games and general spending on mobile and social games rose seven
percent to $7.24 billion in 2011”, showing the financial rewards this segment
of the industry holds, and spurring a virtual gold rush to try and profit from
this expanding segment.
Illustrating
the reach of mobile gaming, and further supporting the ‘gold rush’taking place, we can look
again at Angry Birds which is “a worldwide
phenomenon that is now going transmedia, with a feature movie in production and
merchandising of all kinds being sold all around the world” (Bouça 2). It’s even gotten
intertextual, creating a version for the movie Rio (2011) and the Star Wars universe, and created cartoons seen on
television that incorporate these intertextual links.
Trailer for Star Wars Angry Bird cartoon
Remediating
everything from comics and movies to television series and board games, video
games have evolved over the past thirty plus years to permeate popular culture
and become more ubiquitous in our lives. Celebrities and sports stars now
promote games, online gaming has created new ways of playing and interacting,
innovations such as the Wii have allowed for consoles to transform into
exercise machines as well, and mobile gaming has vastly expanded the user base
and reach. No longer do we think of ‘gamers’ as people who live in their
parent's basements, but as a mosaic of people of different ages and gender. With
smartphone use continuing to grow, new game consoles being released and ongoing
innovation (such as Google Glass); video games are likely to play a growing
role in our culture.
Having
discussed all the ways video games affect our culture, we’d like to leave you
with an intriguing question: What would contemporary culture look like if video
games didn’t exist? (Egenfeldt-Nielsen 146)
Bibliography
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June 2013.
Chan,
Dean. "Convergence, Connectivity, and the Case of Japanese Mobile
Gaming." Games and
Culture 3.1 (2008): 13-25. Web. 13 June 2013.
Christensen, Christian and
Patrick Prax. "Assemblage, adaptation and apps: Smartphones and mobile
gaming." Continuum:
Journal of Media and Cultural Studies 26.5 (2012): 731-739. Web. 13
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Egenfeldt-Nielsen,
Simon. “Video Game Culture”. Understanding
Video Games: The Essential Introduction. New York: Routledge. 2008, 132-147. Print.
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Based on Video Games”. IMDB.
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Geoff and Krzywinska, Tanya. “Computer Games, Cinema, Interfaces”. ed. Frans
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Jonathan. “List of Films Based on Video Games”. IMDB. 8 Feb 2012. Web. 13 June 2013.
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Adrienne. “What
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June 2013.
I am not a great gamer at all. I play mobile games when waiting for the bus having forgotten my book. For me it is a means for staying always busy. But for some people it is so much more; they actually adapt their lives to it. First, they spend so much time playing, which they don’t have for doing other things. In so far, the suggested magic circle is broken as it takes real life time to play a game. Dressing up as a character probably is a very creative thing to do, as it takes ideas how to realize an only animated and drawn costume. Even though it is considered an art form by some people and becomes more and more a part of our culture, I myself cannot find much motivation for getting seriously involved with playing video games. – Nina G.
ReplyDeleteJust like Nina, I am not a huge fan of online gaming, and I do not own a playstation or any other gaming device (beside my smartphone). Listening to the presentation was quite interesting as there were a couple of intriguing remarks. Especially mentioning the cell phone game 'snake' was great, as that was my favorite game when I was younger. It was a nice throwback to a time when smartphones had not yet emerged, yet games were already part of the cell phone usage. The presentation was nicely done and devided equally. One speaker seemed to be extremely nervous which is not a bad thing, but could probably be avoided by practicing the speech more often. Overall, I liked both the presentation and the main article.
ReplyDeleteJules
Appreciate the feedback Jules, I am glad to hear you enjoyed the presentation and article. As 'snake' was the first cell phone game, and something I knew many people would be familiar with, I thought it imperative to include it in the presentation to highlight my argument. Seems that it worked well, while also evoking some nostalgia along the way :)
DeleteGames' Magic Circle
ReplyDeleteAs our own group presentation was about video games, I became more familiar with the topic and your presentation was in some way a continuation of the topic video games. It was really nice that you gave a little prediction on how gaming will be in the future and share your opinion with us. Moreover, I truly enjoyed the presentation with the pictures and the large number of examples you mentioned.Your main article is also very well written.
Melanie
Thanks for your feedback Melanie, we are glad you enjoyed the presentation and article. We were striving to make the presentation as visual as possible, without including too many videos, as we knew we had only a limited amount of time. We felt they could help us explain/reinforce our arguments and points, and also assist those in the class who are more visual learners. Again, appreciate the comments.
DeleteI think your presentation really suited the former one very well, I guess that was not on purpose but still really good. It really helped me to get a better insight into the subject matter. Your presentation was well structured and your way of presenting attracted my attention. Video games obviously represent elements taken from our culture and therfore they somehow convey a message, which could be one reason video games are that popular. But I would argue that that is not the main motivation for game producers. I would say they are rather interested in making profit than representing culture. As it is mentioned the gaming industry spends quite a lot of money on the production and advertisement of games. They are trying to attract a wide mass of people with ad's so they make more money. I am not fond of gaming and of the gaming industry and I think that money as the main motivation is not desirable. It seems to me that the gaming industry does not think about consequences (such as the psychological impact of games on some people who play particular games or the potential for an addiction ...).
ReplyDeleteBest
-Roland Ludwig
I really liked you presentation a lot. Probably, because I was familiar with most of your examples of games which supported your arguments very well. It was easy to follow your line of argumentation which was coherent in itself.
ReplyDeleteIt would have been nice to discuss what type of video games makes successful movies and which movies can be remediated properly into a video game.
Alexandra
I am not into gaming, even though some of the mentioned games rang a bell. I mean, in a way everyone of us has heard of the one or other game before. However, I liked your presentation. Maybe I did so because you included games I also know like snake, but mainly because it was easy to follow, quite lively and well structured.
ReplyDelete