Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Monday, May 12, 2008

The Shadow of Citizen Journalism

I wanted to post the following youtube video from The Nation's Jeremy Scahill, an investigative journalist. Scahill wrote the book Blackwater, which is about the rise of private security contracting in Iraq and the wider implications of this, and is widely considered to be an expert on private military companies.



One of the things I found intriguing about this post is the extensive amount of both praise and criticism it has received on youtube (at the time of posting it had received 9782 comments after being live for over a year - true not huge by youtube standards, but still worth noting).

One recent comment states:
"Oh look more biased youtube videos. YAY FOR FAKE JOURNALISM! Just because he wrote a book means he must know something right? We'll see, but don't always believe what you read."
While another replies:

"Fake Journalism? Do you even know who this guy is? His book, "Blackwater: The Rise of the World's Most Powerful Mercenary Army" is VERY well cited. VERY WELL! Read it, and then comment on this author's work... The sources are excellent. He is very respected as an investigative journalist. And it isn't easy to find 100 sources, FYI. You don't just go looking on the internet, it would take a VERY long time to do."

For me this sort of thing encapsulates what citizen journalism is all about, and demonstrates exactly how online communities evaluate content and information (such as in this instance through commenting). I love that technologies like the internet have enabled us with the power to put our opinion out into the world, releasing it for others to pick up and toy with and do with what they will. The rise in citizen journalism gives me hope that the future of media will be a collective forum where everybody has the opportunity to openly evaluate and contribute, rather than a platform from which we are fed the majority views that often remain unchallenged.

I'm not arguing that we are passive recievers of media. I also understand that citizen journalism does have negative potential, such as a loss in quality (but then what is quality?!), particularly with the growing breadth of available information and content available to us. I know quantity does not always equal quality, but I am of the opinion that I would rather have access to a greater and more diverse range of information sources that I can evaluate myself, rather than have access to only a limited number of sources that have already been pre-evaluated for me. The second option might make life easier but it also makes it easier for your life to be controlled.

On the actual content of the clip, I'd heard of private contracting in the US for the war in Iraq but didn't realise that it is potentially this extensive. Ofcourse what I have heard has come from sources like Scahill, never the mass media. I loathe to think what sort of world we would live in should citizen journalists not exist! Hallelujah for alternatives! Hallelujah for choice! Hallelujah that not everybody takes things on face value or just because somebody says they are so!

INVITATION TO COMMENT PLEASE!

Wednesday, May 7, 2008

COMMENT in response to Brendam's Blog

The following is a response to a post by fellow blogger Brendan Yates entitled Online communities, and the offline hype, that he published to his blog on Thursday, May 1, 2008:

Brendan, while I found your post online communities and the offline hype reasonably well-informed and engaging to read, you made some remarks that I was compelled to comment on.

You question the validity of virtual links and whether these relationships are actual relationships. I believe that virtual links are valid and that the relationships established in online communities are no less “real” than those occurring offline. While there may be a greater capacity for deception online [Sclove 1995; Bruns 2008], this should not detract from the significance and value of relationships built online, especially those built from mutual respect and honesty. While Flew [2005] is a very credible source, your post would have benefited from a wider reading into what elements are conducive to forming a prosperous community. I would suggest Peck’s The Different Drum [1987] and Rheingold’s The Virtual Community [2000]. You may also find my post shaking the stigma stuck to life online relevant.

I also seriously disagree with your statement that “by using the internet to expose ourselves social, we are really hiding behind the digital projection of ourselves, and can end up shutting out real-world physical relationships”. I am not contesting the inability of online relationships to embody a physical connection, or suggesting online communities should usurp offline relationships. However using the internet as a communication tool and medium for social interaction does not mutually exclude what you call “real-world” relationships (for a well reasoned discussion on this see Wellman and Gulia’s article Virtual Communities as Communities).

What is wrong with a person who finds the most enjoyment in life from playing xbox live or second life (see my post why we fear the influences of electronic games), or uploading videos onto YouTube (see my post a revelation of the “real” value in YouTube), or simply hanging out in internet chat rooms? How are these activities any different from (or lesser than) the activities we participate in offline? In online environments there is a much greater scope to explore who we are as people, and find our niche in the pursuit of acceptance and self-satisfaction [Cobcroft 2008; Bruns 2008]. While online communities might not be a “cure” for our social inadequacies they are certainly not “corrupting to people’s lives”. Perhaps read Smith and Kollock’s Communities in Cyberspace [1999], or reread Flew [2005] if you are still wondering on this matter.


REFERENCES

Bruns, A. 2008. KCB201 Virtual Cultures: Week Six Podcast. http://www.slideshare.net/Snurb/kcb201-week-6-slidecast-online-communities?src=embed (accessed April 10, 2008).

Cobcroft, R. 2008. KCB201 Virtual Cultures: Week Six Lecture. Public Lecture, Brisbane: Queensland University of Technology. April 10, 2008.

Flew, T. 2005. Virtual Cultures. In New Media: An Introduction, by T. Flew, 61-82. Melbourne: Oxford University Press.

Peck, M. S. 1987. The Different Drum: Community Making and Peace. 2nd ed. New York: Simon and Schuster.

Rheingold, H. 2000. The Virtual Community: Homesteading on the Electronic Frontier. Massachusetts: MIT Press.

Sclove, R. 1995. Technology and Democracy. New York: Guilford.

Smith, M. A. and P. Kollock. eds. 1999. Communities in Cyberspace. New York: Routledge.

Wellman, B. and M. Gulia. 1999. Virtual Communities as Communities: Net Surfers don’t Ride Alone. In Communities in Cyberspace, ed. M. A. Smith and P. Kollock, 167-194. New York: Routledge.


PLEASE NOTE

Due to technical difficulties this comment was unable to be posted directly to Brendam’s Blog and the post online communities and the offline hype. As an alternative I emailed this comment to Brendan for his reference.

Monday, May 5, 2008

The power to change

After listening over the KCB201 Week 6 podcast again in preparation for blogging and our Virtual Cultures assessment, I picked up on the significance of Axel's conclusion to his speil on online communities. It goes something like this:

The true power of community is that if there are enough people that come together who agree on certain things, and agree that certain changes need to be made, then they have the power to change our environment.

I simply wanted to post something about it because something about that statement really hit home with me.

Maybe I'm just being sentimental, but the way I see it is this:

If we can crawl out of the dark pessimistic holes that so many of us are hiding in, and actually do something about the things in this world that need to change, then together we can build a brighter future!

I'm going to continue my love affair with YouTube by posting a video from crossmack who shares my enthusiam about this topic.



Unfortunately he is suffering from from the same dilemma as me - where do I go from here? If you need some inspiration, this is a good place to start.



Viva La Revolution!

Saturday, May 3, 2008

Shaking the stigma stuck to life online

I’d like to kick this off with a somewhat dated quote from Morgan Scott Peck:


We know the rules of community; we know the healing effect of community in terms of individual lives. If we could somehow find a way across the bridge of our knowledge, would not these same rules have a healing effect upon our world? We human beings have often been referred to as social animals. But we are not yet community creatures. We are impelled to relate with each other for our survival. But we do not yet relate with the inclusivity, realism, self-awareness, vulnerability, commitment, openness, freedom, equality, and love of genuine community. It is clearly no longer enough to be simply social animals, babbling together at cocktail parties and brawling with each other in business and over boundaries. It is our task – our essential, central, crucial task – to transform ourselves from mere social creatures into community creatures. It is the only way that human evolution will be able to proceed.

[Peck 1987, 165]

Twenty years on, have we made any progress? It perplexes me that despite the widely acclaimed benefits and value of the internet as a way to connect, network, and communicate with people, there remains a stigma attached to online communities. These communities are stuck in a quagmire of pessimism and stereotypes, with their members unable to be liberated. The irony in this is that life online is one of the most liberating and democratic environments that we have the opportunity to exist and participate in [Rheingold 2000; Flew 2005; Pesce 2007].

With the exception of the issues arising from the global digital divide (which I will not deal with here) the internet is fundamentally neutral, impartial, and non-discriminatory [Reid 1999;
Hartley 2005; Flew 2005; Bruns 2008]. In an online environment you can communicate across boundaries irrespective of nationality, culture, gender, income, and any other demographically defining feature that would otherwise restrict you in the 'real' world [Flew 2005; Bruns 2008; Cobcroft 2008]. Logically these conditions should be conducive to moving humanity forward [Schuler 1996; Kollock and Smith 1999; Rheingold 2000], reflecting what Peck [1987] describes as a genuine, or true, community. Yet spending too much time on the internet (regardless of what you might be doing online) is still commonly perceived as unproductive and unhealthy [Wellman and Gulia 1999]. It is unfortunate that investing time and attention in these online communities is exactly what makes the majority of them prosper.

Rheingold defines online communities as “social aggregations that emerge from the Internet when enough people carry on public discussions long enough, with sufficient human feeling, to form webs of personal relationships” [2000, 5]. I see this as only the first brick in a much bigger building. Like offline communities they emerge from the coming together of people who share similar interests/values/goals etc. [Flew 2005; Cobcroft 2008; Bruns 2008]. However, online communities differ in that they come from a context that transcends physical limitations and circumvents traditional social hierarchies [Cobcroft 2008; Bruns 2008]. Online communities are defined by their users, where expression is through participation and your value is defined by the contributions you make [Hartley 2005; Bruns 2008]. Over time these communities are shaped by their members; expanding, contracting, and evolving accordingly, increasing in complexity and adapting to change in ways that are not foreseeably possible by offline communities.


There are two broad identifiable arguments tarnishing the reputation of online communities. The first stems from the fear that we will see a rise in hate groups and negative communities [Flew 2005; Bruns 2008]. I understand that the internet provides a medium for the development of socially destructive communities, such as pro-ana groups, homophobic groups, racist groups – the list goes on – but like it or not, these communities existed offline long before they went live on the internet. While it is true that existence online may have accelerated the contact and communication between these negative communities [Bruns 2008], why should these bad apples ruin the reputation of all the 'healthy' online communities? The second entails the concern that the increase in online communities, and the pervasiveness of the internet in our lives, is leading to a wider social disconnect, that threatens societal stability [Bruns 2008]. While I think this argument has some merit, particularly in that no online activity can ever replace our physical senses, it seems to echo the voices of those who are resistant to change. There is always a risk with change. Fear of this risk should only hold us back when the risk outweighs the possible benefits. I think these fears are unfounded and are holding back the real potential of online communities.


I believe that there has been too much focus on how people are connected, and we have lost touch with why people are connected. If the main difference between online and offline communities is the forum in which they choose to communicate [Flew 2005; Bruns 2008; Cobcroft 2008], does it really matter what this forum is as long as the purpose of communication is being achieved? If interactive communication is pivotal to social growth and communal enrichment [Peck 1987; Reid 1999; Kollock and Smith 1999], it stands to reason that as long as we are connected, and communicating in a positive and effective manner, how we are connected is irrelevant.


We may be a long way from attaining Peck’s [1987] "genuine community" status, but on the path to this nirvana shouldn’t we nurture what is good about the communities we do have? Online communities in virtual space deserve our respect and acceptance just as much as offline communities in the 'real' world. I remain hopeful that those of us immersed in life online will (eventually) be able to shake off the negativity that shrouds virtual communities and paints them as lesser than real. Only then will they be able compliment and coexist peacefully with the offline world.



Please note:

Online communities are also called virtual communities. These terms are commonly used interchangeably and construe the same meaning.


See also the following posts:

Why we fear the influence of electronic games (parts one and two) for an extended case-study on gaming, media effects, and our fear of technology.

A revelation of the “real” value in YouTube – for further understanding of the value and importance of online communities, specifically the YouTube community.


REFERENCES

Bruns, A. 2008. KCB201 Virtual Cultures: Week Six Podcast. http://www.slideshare.net/Snurb/kcb201-week-6-slidecast-online-communities?src=embed (accessed April 10, 2008).

Cobcroft, R. 2008. KCB201 Virtual Cultures: Week Six Lecture. Public Lecture, Brisbane: Queensland University of Technology. April 10, 2008.

Flew, T. 2005. Virtual Cultures. In New Media: An Introduction, by T. Flew, 61-82. Melbourne: Oxford University Press.

Hartley, J. 2005. Communication, Cultural and Media Studies: The Key Concepts. 3rd ed. New York: Routledge.

Kollock, P. and M. A. Smith. 1999. Introduction: Communities in Cyberspace. In Communities in Cyberspace, ed. M. A. Smith and P. Kollock, 3-26. New York: Routledge.

Peck, M. S. 1987. The Different Drum: Community Making and Peace. 2nd ed. New York: Simon and Schuster.

Pesce, M. 2007. The Human Network: Mob Rules. http://blog.futurestreetconsulting.com/?p=27 (accessed March 3, 2008).

Reid, E. 1999. Hierarchy and Power: Social Control in Cyberspace. In Communities in Cyberspace, ed. M. A. Smith and P. Kollock, 107-133. New York: Routledge.

Rheingold, H. 2000. The Virtual Community: Homesteading on the Electronic Frontier. Massachusetts: MIT Press.

Schuler, D. 1996. New Community Networks: Wired For Change. Massachusetts: Addison-Wesley.

Wellman, B. and M. Gulia. 1999. Virtual Communities as Communities: Net Surfers don’t Ride Alone. In Communities in Cyberspace, ed. M. A. Smith and P. Kollock, 167-194. New York: Routledge.

Wednesday, April 30, 2008

A revelation of the "real" value in YouTube

After being impressed by the profound videos we are often shown in tutorials (to which Charlie the Unicorn is absolutely no acception) I turned to YouTube in search of something that would encapsulate the importance of online communities and highlight the value of these communities as part of the "real" world. After a rather lengthy amount of searching and many frustrated combinations of keywords later, my quest for a flashy video, smoothly cut, with catchy music and stunning graphics came to a rather abrupt end. I suddenly realised that on YouTube, these videos are far and few between. In this came my revelation.


Avid and popular YouTube user Paul Robinett (also known as Renetto) suggests that “people are innately born with a desire to communicate and to have a fellowship and community with each other”. Robinett’s Who Are You video (see below) expresses that the value of YouTube, and essentially the internet, resides in the community of users. Since the posting in August 2006 it has received 181,107 hits (correct at time of blogging) and a wealth of comments praising Robinett for identifying the value of community and challenging the stereotype of YouTube users as timewasters who have nothing better to do than film goofy videos for the sake of their own amusement. True not all the comments entailed praise, but at least some users were appreciative in their own right.

A refreshing and honest response to Robinett’s post came from YouTube user 1938Superman. The following video, re: who are you? (our online community), is 1938Superman’s personal reflection on online communities.

The opinion presented in 1938Superman’s video, while subjective, can be applied beyond YouTube users, to all users of the internet. It is a raw and insightful comment on the value of online communication, and the virtual communities that grow from this.

YouTube isn't about the technically elite sharing their latest works, but it is about interaction, communication, and a democratic inclusiveness. The same goes for the internet, and the many online communities exisiting within its endless boundaries. The real value here is that online environments are essentially nuetral and non-discriminatory, allowing for true self expression to immerge. Sure you might get torn to pieces once you put yourself out there, but another virtual identity is only a click away.

Finding who you are online is a much less evasive and frightening journey. Maybe once we have this more defined sense of self those of us previously socially incapacitated may find the courage to become active in the "real" world. And if they/you don't what is actually wrong with living life online? It's your life, your choice, and your community.

Monday, April 21, 2008

Why we fear the influences of electronic games PART TWO

OK - so if you didn't read PART ONE of this post you might want to do that before you read this bit. PART ONE dealt with the issue of violence in electronic games, and continuing on with that I'm going to try and address the other main part of my mothers argument that electronic games make people not only violent but also ANTI-SOCIAL. Alright, here goes...

The term antisocial, while often being expressed as anti, or against, social, or society, in relation to electronic games, has come to refer, in this instance (or atleast from my mothers perspective), to the potentially addictive quality of electronic games and the lack of socialisation associated with such addictions. I’ve got to say that on this part of the argument I’m probably more with my mum – while I don’t think violence is caused by too much gaming, people alienating themselves from traditional social activities so they can be gaming instead certainly does in my limited experience. BUT on that note, perhaps I’m just offended that my brothers would rather spend time gaming then hanging out with me. I guess it’s not so much that gaming makes you anti-social, but it changes your social patterns and behaviours. Just like any hobby that someone else doesn’t understand, its about what YOU do for enjoyment, not the person sitting beside you…

I suppose what it comes down to is that the comment that electronic games make people antisocial is to an extent over publicised and exaggerated and suffers severely from stereotypes such as “nerds” and “key-board junkies”. Nevertheless, this anecdotal evidence should not be discounted. These personal experiences give us an opportunity to gain depth in our knowledge of the impact of electronic games on individuals, past that which can be found in the constructed artifices of a laboratory experiment.

The surfacing and acknowledgement of gaming cultures have fuelled the notion of electronic games being a bad-habit. But one must ask, what distinguishes a good habit from a bad one? In essence, gaming is little different from other hobbies that we indulge in because, to the individual, it is a rewarding experience (sorry I realise I’m sort of repeating what I said just before). Here is a good quote from Marshall (2004, 70):

Calling this process of involvement and mastery addiction is medicalising what many of us do in all sorts of pursuits from gaining competence in playing sport to understanding a subject or language. Although (this) compulsive behaviour may be irritating to those around who are not playing and there may be a sense of wasted time, (players are) simply motivated by a desire to master the particular game in all its intricacies.

This is particularly true for real-time strategy games like Age of Empires and Command and Conquer, where you have the opportunity to play God, as well as role playing games and first person shooters such as classic Dungeons and Dragons or Halo III: Combat Evolved, where characters become a projection or an extension of yourself (Quittner, 1999).

Another element of electronic games as a perpetrator of antisocial behaviour is illuminated by Robert Kerbs (2005) who divulges that while gaming cultures can be thought of as pro social through their level of interactivity, the environment and atmosphere in which these cultures are cultivated may not be so healthy. Since its mass introduction in 1994, the world-wide-web has gathered over 380 million users (ok note that this is 2005, I’m sure its grown massively beyond 380mil…) and acts as a key to intricate expanding virtual realities and cyber-worlds. If you have ever played or even heard of Second Life you will see what I mean. I guess what Kerbs (2005) was trying to say is that this portal to a new virtual presence is not without dangers. It would be detrimental to forget that social interaction and communication has a physical element that does not and can not exist in an online network. Sure I have a facebook and a myspace and I chat on msn and am writing this blog with some small hope that it might get read but I tell you what, I’d take a face-to-face conversation with a friend any day over my online ‘social’ activities. Jenkins (2006) makes the point that while gaming cultures can extend past the world of the internet, to clubs and social gaming with friends and family, physical communication and the element of touch is lost on these online cultures (Jenkins, 2006). And if you’re still not persuaded (sorry if this is about to be totally inappropriate) think about whether you would rather cyber-sex or real sex… Unless you’re being a smartarse I would say the majority of people would opt for real sex.

With that said demand and demographics that previously defined games and gamers are changing, perhaps due to the release of games like Nintendogs (by Nintendo in 2005), The Sims (by Maxis first in 2000) and Everquest (by Sony Online Entertainment first in 1999). As more and more games emerge that are typified by their element of social interaction and those who play, electronic games can no longer be seen as an independent pastime for boys cooped up in computer rooms at school. Online and offline gaming cultures are a new segment in society, existing on local and global scales, where gamers from every context can engage and exchange with others, enriching their own gaming experiences through networking, knowledge and understanding (Kerbs 2005).

Forgive me for this next comment but I’m trying hard to see both sides of the argument here – it seems to me that while elements of contemporary gaming can be described as social, there persists some pervasive elements in electronic gaming with the potential to manifest antisocial behaviour and self-isolation. In my eyes addiction, to anything, is not a healthy thing. Another citation from Marshall (2003, 72) who quotes Martti Lahti on the alluring concept of electronic games:

One of the characteristics of video games throughout their history has been an attempt, with the help of various technologies, to erase the boundary separating the player from the game world and to play up tactile involvement. Indeed, much of the development of video games has been driven by a desire for a corporal immersion with technology, a will to envelop the player in technology and the environment of the game space. That development has coincided with and been supported by developments in perspective and the optical point-of-view structures of games, which have increasingly emphasized the axis of depth, luring the player into invading the world behind the computer screen.

It is this very nature that Lahti is arguing that provides an environment where the merger of boundaries between the real and the corporeal is encouraged to take place. In 2003 the Sydney Morning Herald ran an article on a young gamer who was found dead at a cyber-café booth after playing Diablo II for five hours straight (Sydney Morning Herald, 13/1/2003). While the article was slightly removed from context, this case is still significant in representing the potential severity of allowing ourselves to overindulge in electronic games (or anything for that matter), despite how aesthetically pleasing or interactive we find them.

Lou Robson raises a similar alarm for Australians, stating that ‘hundreds of Queensland couples are calling it quits as a result of computer game addiction’ (The Sunday Mail, 22/1/2006). Everquest, a MMORPG (massive multi-player online role playing game for those of you who don’t know the acronym) has developed an obsessive following since release and can be viewed with a sense of irony. Everquest is often used as an example to support arguments for the pro-social developments of gaming, and yet the multiplicity of EverQuest widow’s detailing the disintegration of their relationships with gamers hooked on ‘EverCrack’ is an undeniable demonstration of antisocial behaviour as a direct result of electronic gaming. Kerbs (2005) re-establishes this allusion to gaming as a form of drug as ‘The (gaming) industry is the only industry… that refers to its customers as users – similar to illicit drug dealers who sell their wares to their own users’, with the most solemn part in this being that the average age for gamers is now close to 30 and we can no longer blame our age for this childish profligacy.

Although most of the evidence supporting the existence of a psychological condition of game addiction is anecdotal, the quantity of these documented experiences is considerable, so much so that detox clinics for game addicts have been opened in China and Europe. Allowing indulgence and letting the line between fantasy and reality to fuse during game time is acceptable as long as you are able to self-monitor and self-regulate (Van Horn, 1999). It is when we are unable to do this that we risk falling into antisocial practices and jeopardising our place in society and our relationships with those around us.

Electronic games have become ‘a normal and everyday experience for the more than two generations of 50 million Americans that are now in adulthood, whose memory and imagination have been coloured by Atari, Nintendo and Sega, the same way that the memory and imagination of previous generations were tinted by television, cinema and vinyl records’ (Marshall, 2004, 62). While much research is focused on the effects of electronic games on children, perhaps because they are naively seen as unwittingly more susceptible to overindulgence (Gauntlett, 1998), advances in electronic games and their availability have given rise to the development of gaming cultures and progressed to cater to much more diverse audiences. It must be admitted however that surrounding these cultures is an underlying community dis-ease (take that as a pun if you like) and the willingness to slip too far into these often violent fantasy worlds.

Don’t get me wrong, I think that it is obvious that the vast majority of people are able to recognise the difference between reality and the reality of a game. But I do think that we should be mindful of the minority who cannot. Maybe we wont be able to ever pin-point abnormal behaviour to a particular cause but even if one individual is unexplainably affected by an electronic game, whether it is a violent or antisocial or some other form of negative response, it should be identified and utilised as a precaution to others. Equally, if an individual is inexplicably affected by an electronic game in a positive way, this should then be publicised so others may reap similar benefits.

I think that it is unfortunate that violence and antisocial behaviour are an inescapable part of our modern world, but whether or not this behaviour is spawned from new technologies (in this case electronic games) and their related activities is doubtful. It is inevitable that this blemish on humanity has a permanent quality that can only be reduced by a unanimous effort to remain open to the fears that exist within society. A fear is still a fear, whether it has validity and substance or not, and can only be overcome by being confronted. So the jury remains out on the question: what do we have to fear from electronic games?

REFERENCES

Banks, J 2002, ‘Everybody knows that gaming makes people antisocial and violent’, Lecture in KCB102 Media and Society Public Lecture Gaming Cultures at Queensland University of Technology, Kelvin Grove Campus, on 11 May.

Gamer Widow: Gaming’s other half, 2006, an online gaming community, http://www.gamerwidow.com/ (accessed 12 April 2008).

Gauntlett, D 1998, Ten things wrong with the media ‘effects’ model, http://www.theory.org.uk/david/effects.htm (accessed 23 January 2008).

Jenkins, H 2006, Reality Bytes: Eight Myths about Video Games Debunked, PBS, Arlington Virginia, http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (accessed 10 June 2006).

Kerbs, R 2005, ‘Social and ethical considerations in virtual worlds’, The Electronic Library, vol. 23, no. 5, 2005, pp 539-546.

Marshall, P D, 2004, New Media Cultures, Hodder, London.

National Institute on Media and the Family: Mediawise 2006, ‘Watch what your kids watch: computer game addiction’ http://www.mediafamily.org/facts/facts_gameaddiction.shtml (accessed 12 April 2008).

Quittner, J 1999, ‘Are video games really so bad?’, Time, vol 153, no 18, pp 50-59.

Robson, L 2006, ‘Game over’, The Sunday Mail, January 22, p 27.

Sydney Morning Herald, The, 2003, ‘Computer addict found dead at screen’, The Sydney Morning Herald, January 13

Van Horn, R 1999, ‘Violence and video games’, Phi Delta Kappan, vol 81, no 2, pp 173-174.

Apologies again for any referencing errors!

Why we fear the influences of electronic games PART ONE

OK so I know this blog is meant to be for KCB201 but I figured it’s MY blog and I can post stuff on here even if it deviates from the unit content. So this isn’t a personal rant, but after a lengthy ‘discussion’ (ok lets be honest – argument) with my mother I figured it was time to address the issue of gaming, and whether online gaming in particular is actually ‘bad’ for you…

My mother, an avid media effects supporter (at least to an extent) is constantly trying to restrict the amount of gaming my brothers do. I myself am not a gamer (probably from suffering at the hands of my brothers mercilessly slaughtering me every time I make an attempt to play) but have watched this debate rage for as long as my brothers could pick up a controller or figure out that spacebar = jump/shoot on any of the old school pc games. Particularly since the beginnings of xbox live and World of Warcraft I have watched my mother slowly lose ground in her argument that “too much gaming promotes anti-social and violent behaviour”, because while these new environments might not necessarily be traditional social circles, they are most definitely engaging, active, collaborative, and many other words that can be related to what I would call “social.”

But my mother is not alone. The effect of electronic games on individuals and society is a debate that is as intense as trying to complete Halo on ‘legendary’. In my opinion to state that electronic games make, or do not make, people violent and anti-social is a misleading generalisation that ignores the grey between the black and white. However, it is our prerogative to search for an answer to the ills of humanity, and experiencing cognitive dissonance as a consequence may be unavoidable.

Electronic games, a term utilised by David Marshall (2004) to encompass all forms of new media games from arcade games to computer games, have become an integral part of contemporary society and culture. Around the world people use electronic games for all sorts of purposes, from anything as simple as a leisure activity, to an ultimate escape from the daily trials of life. But what this increasing focus on games, gaming, game players and the culture that is developing around them, may mean for the future, is yet to be seen. Ok that was not meant to be as ominous as it sounds…

To accurately present the possible influences of electronic games on behaviour, it is necessary to deal with violence separately from antisocial behaviour. There is a ‘slowly growing body of evidence’ (Sanger et al. 1997, 63) reflecting concerns that violence and antisocial behaviour are the results of using electronic games. However, a distinction between the two must be clearly made in order to interpret how electronic games impact individuals and society, as the relationship between violence and antisocial behaviour is not one of simple cause and effect.

Part of the problem with identifying potential links between gamers’ behaviours and the games they play is that there is an inherent inconsistency with the way researchers have defined violence, and that media effects research has no specific parameters that enable it to be standardised (Scott, 1995). David Gauntlett (1998) impresses that this is because media effects research initially approaches the problem of societal violence backwards, ‘by starting with the media and then trying to lasso connections from there on to social beings’. In this case, arguing over if the chicken or the egg came first is unproductive as it is obvious that violence existed long before electronic games. Anybody ever study roman history? If you said no I suggest you go watch a film like Gladiator and you might start to get the idea. I doubt that I am alone in that suggestion that what we should be doing instead is going directly to the perpetrators and channelling the question of why violence is still continuing today through them.

For productive research, with relevant conclusions, to take place, exactly what constitutes violence needs to be clearly defined and understood. Assault, indirect hostility, irritability, negativism, resentment, suspicion and verbal hostility are considered seven subscales of aggression (see Scott 1995). From this it is easier to understand why violence is difficult to quantify because everybody comprehends it differently. It follows then that media effects researchers need to construct a scale that measures the degree of violence in any given electronic game. This is supported by Tony Reichhardt (2003) who highlights the reliance of media effects researchers, like Craig Anderson and Brad Bushman, on basic correlations found between violence and electronic games. Reichhardt (2003) advises that standardising research efforts in this field will help identify potential causal relationships rather then just tenuous links. And I’ve got to say that after two years of discussing media effects at uni I am more then a little sceptical in regards to any “causal” relationships found in this sort of research. Unfortunately for media effects researchers I think they are desperately trying to hold on to a theory that would provide a neat solution to violent and anti-social behaviour in society, conveniently ignoring all the evidence to the contrary. Columbine massacre anyone?

I should also note that of course not all games are violent. John Banks (2006) emphasises the diversity in game genres, comprising of sports based games, platform adventure games, simulations and puzzle games, role playing games, strategy games and fighting or action games (including first person shooters). Banks illustrates that despite the focus in the media on violent games such as the Grand Theft Auto series, not all games, not even all the popular ones, are violent. However, with the release of games that are becoming increasingly realistic in terms of graphics and context, such as Manhunt (by Rockstar in April 2004) and the fourth in the Hitman series, Blood Money (by Eidos Interactive in May 2006), gamers’ curious fascination and enjoyment of blood, guts, gore and fatalities is probably one of the key ‘reasons’ behind those concerned with media effects.

In discussing whether electronic games make people violent, my biggest point (particularly when arguing with my mother) is that it is not simply monkey see monkey do. We’re not simply passive receivers, but interactive living beings filtering, receiving, analysing, interpreting, and then regurgitating how we perceive the world and the information in it. Gauntlett (1998) says ‘the point here is not that the content of the mass media (should) not be criticised, but rather that the mass audience themselves are not well served by studies (in media effects) which are willing to treat them as potential savages or actual fools’. And I should probably point out that neither of my brothers are fools. We have all been socially conditioned and, with the exception of the mentally unstable, we are capable of making choices that reflect our conscious. It is these choices that define who we are and what sort of behaviours we exhibit.

Something that really hit home for me was from Alan McKee (2006), one of my first ever lecturers, who proposed that media effects research is the progeny of moral panic, spawned from advancing technology and culture that threatens the golden age of past generations. I mentioned the Columbine massacre earlier – well it is events like the 1999 Columbine High School shootings, where the press broke a tape documenting Eric Harris and Dylan Klebold describing their planned shootings as reminiscent of the first person shoot game Doom, result in hastily drawn conclusions driven by the need to explain the occurrence of such tragedies. This subjectivity and emotional proclivity continues to hinder the findings of media effects researchers. To put it bluntly there is no substantial evidence to support the hypothesis that electronic games are a cause of violent behaviour. Reichhardt (2003) dryly notes that considering how many people have played the game Doom and its sequels, and with violence in the United States at a thirty-year low, the logical violence epidemic that would follow Doom directly making people violent does not exist.

So let us turn the argument on its head for a moment. Sanger (1997, 64) has suggested that ‘the violent and destructive elements in (electronic) games serve a cathartic purpose in allowing players to release stress and tension in a contained situation’. Perhaps they are a way to become liberated from the pressure in our lives… However these arguments tend to ignore the intensity level of games, and that they are everything but relaxing. Anybody watching a gamer in action can see the tension and excitement building from the time the start up credits are rolling. Not that I’m any different – trust me you don’t want to be around when I’m wielding a Nintendo Wii remote around!

Quittner (1999) describes electronic games as being ‘all about adrenaline, and the easiest way to trigger adrenaline is to make someone think they’re going to die’. Even in classic G rated games like Sonic the Hedgehog and Mario Brothers, the will to survive envelops gamers, mind and body, where any invasion of your focus means certain death and the undoing of all your hard-work up until your last save. Approaching someone high on adrenaline, and interrupting their concentration will commonly result in, at the very least, a snappy remark about how it’s all your fault that they died. This reaction and its severity will of course be determined by the individual, and the context of their game play, but I must say that I learnt quite quickly to keep away from my brothers if they were engaged in a game that required even only a minimal amount of skill.

I think that the key issue is not exposure to violence as depicted in electronic games or even with gamers’ apparent obsession with gore and fatalities. It is, instead, those subgroups and individuals, who demonstrate violent dispositions, mental instability, or abnormal characteristics that we should be actively exploring so we can work towards an unbloodied future.

References

Banks, J 2002, ‘Everybody knows that gaming makes people antisocial and violent’, Lecture in KCB102 Media and Society Public Lecture Gaming Cultures at Queensland University of Technology, Kelvin Grove Campus, on 11 May.

Gauntlett, D 1998, Ten things wrong with the media ‘effects’ model, http://www.theory.org.uk/david/effects.htm (accessed 23 January 2006)

Marshall, P D, 2004, New Media Cultures, Hodder, London.

McKee, A 2006, ‘Everybody knows that the media makes us do it’, Lecture in KCB102 Media and Society Public Lecture The Effects Tradition at Queensland University of Technology Kelvin Grove Campus, on 9 March.

Quittner, J 1999, ‘Are video games really so bad?’, Time, vol 153, no 18, pp 50-59.

Reichhardt, T 2003, ‘Playing with Fire?’ Nature, vol. 424, pp 367-368.

Sanger, J., Wilson, J., Davies, B. and Whittaker, R. 1997, Young children, videos, and computer games: issues for teachers and parents, Falnor, London.

Scott, D 1995, ‘The effect of video games on feelings of aggression’, The Journal of Psychology, vol 129, no 2, p121.

Van Horn, R 1999, ‘Violence and video games’, Phi Delta Kappan, vol 81, no 2, pp 173-174.


APOLOGIES FOR THE REFERENCING - I've done it off the top of my head so its probably not to the tee of our QUT Harvard style...