Game Over Transcript
Game Over Transcript
EDUCATION
FOUNDATION Challenging
media
T R AN SC R I
PT
GAME OVER
GENDER, RACE & VIOLENCE IN VIDEO GAMES
GAME OVER
Gender, Race & Violence in Video Games
INTRODUCTION
[News voiceover] The question across America: Do violent video games
promote violent behavior in young people?
[Voiceover montage]
-- We look for the roots of the senseless violence …
-- The music in Dreamcast is the real Led Zeppelin…
-- Because of a video game, or because of a movie, or because of music, people
are gonna use guns because they really feel like they just can’t handle life.
LT. COL. DAVID GROSSMAN: Video games give you the skill and the will
to kill. They teach you to associate pleasure from human death and
suffering, they reward you for killing people. They take healthy play
and turn it on its head.
EUGENE PROVENZO: I think the real challenge for the video game
industry is to develop new scenarios, new games. And I think that
this preoccupation with ultra violence is something that they really
ought to work away from.
most familiar with and enthusiastic about. Surveys have found that
90% of households with children have purchased or rented video
games. And its been estimated that kids in those homes play an
average of an
4
hour and a half a day. Sales figures are another indication of the
popularity of video games. When Saga introduced the Dreamcast
console, it sold a half a million units in the first two weeks. In fact, in
1999, 215 million games were purchased, generating over seven
billion dollars for the video game industry which is more than
Americans spent on going to the movies. Given how prominent video
games seem to be, the lack of attention paid to them is surprising. In
this program we’re going to take a close look at the role they play
today.
5
NINA HUNTEMANN: You know what’s really exciting about video games
is you don’t just interact with the game physically – you’re not just
moving your hand on a joystick, but you’re asked to interact with the
game psychologically and emotionally as well. You’re not just
watching the characters on the screen; you’re becoming those
characters.
sports hero.
7
This use of live motion capture and 3-D modeling, we just don’t see it
in sports games, we see it in a lot of other video games as well. So for
example Mortal Kombat has traditionally used live motion capture in
each release of its game. The industry has hooked on to something.
Realistic games sell, they’re seductive, so we should expect to see
increased use of technologies of realism, in the video games, and we
should expect that the experience of playing video games will also
become more and more realistic.
[Interview: David Karakka, SEGA] And then by Christmas we’ll have thirty new
games for the system, that are so real you won’t be able to tell if you’re watching
a movie or actually playing a game.
ERICA SCHARRER: So we’ve come a long way since Pong, where there
were just rectangular shapes and a bouncing ball. Now we have whole
worlds and very realistic three-dimensional types of approaches to
violence.
[TV ad] Rainbow Six, so true to life, even the experts can’t tell the difference.
MICHAEL MORGAN: Its very easy for people to say, “well, c’mon, what
you see in a video game, you know that’s not real, kids know its not
real” or what goes on in a cartoon whether it’s a roadrunner, or some
superhero saving the universe, people in the industry, and people who
want to defend this will say, this is just make believe, its healthy, its
fun, nobody takes it seriously, nobody believes it.
Well its not as if we walk around with a little switch in our heads that
we can turn off and say fiction – reality – fiction – reality. Over time the
distinction between these two things is irrelevant. When it comes to
media images, its all representations. It’s all manufactured mediated
imagery. It all goes into the constant nonstop stream of experiences
we store up about the world around us.
[TV ad] WWF Superstars, all their signature moves and taunts.
[TV ad] The Rock is gonna take that little green bag of all those little video
games and stick ‘em straight up your candy ass!
1
0
NINA HUNTEMANN: I think one of the most traditional roles for female
characters for video games is the damsel in distress. Female
characters often need to be rescued. And you see this in games
featuring Duke Nukem for example. In fact, women needing to be
rescued is the premise of many of the Duke Nukem games. One of the
latest games, called, aptly Planet of the Babes, begins with the premise
that all the men on Earth have been killed except for Duke, and he
needs to come and rescue all of the women from these aliens. So here
you have the entire role of all of the women on this planet is to be
rescued.
[TV ad: Duke Nukem] One man. One mission. One million babes. Duke
Nukem. The king of hard-core action is back. Cocked, loaded, and ready for his
hottest adventure yet.
NINA HUNTEMANN: I think what this says, what it tells us, is the
premise of Duke Nukem, rescuing these women, you know, allows him
to be powerful, allows him to be the hero. And it reflects the fantasies
of the male producers of this game. Through Duke they have the
opportunity to be powerful and to be wanted and in these games the
women are very grateful to Duke Nukem for rescuing them.
streets are filled with strip clubs and porn theaters, and this looks
completely normal, this is Duke’s world, this is the world, the fantasy
world, that he inhabits.
1
2
Not only do we have a beauty standard of the ideal female body that
is impossible to achieve, there’s also the sexualization of young
women occurring in video games. And Lara Croft provides yet
another example. In a recent release of Tomb Raider: The Last
Revelation, game players can play Lara Croft as a sixteen year old, and
yet her body proportions, the way that her body looks is still that of a
very developed adult woman.
1
4
being with someone like Lara Croft becomes reality at least for a brief
moment, at these conferences, at these promotional events. And this
is really disturbing, I think, because one of the models who was hired to
play Lara Croft most recently is sixteen years old. So the sexualization
of a young female is happening in real life to a sixteen-year old model
who will be at these promotional events and have men putting their
arms around her to have their pictures taken.
EUGENE PROVENZO: You know, a lot of what these games are about is
sexual titillation for young boys. If you look at a game like Gauntlet,
we have portrayed an Amazon goddess type, maybe a Valkyrie, very
explicit in terms of her figure sexually and with suggestions showing
up in the advertisements for the games, you know, take her home,
have her as your own, possess her, things like that.
NINA HUNTEMANN: We’re not just seeing male fantasy and the
sexualization of female characters in the video games, we’re seeing it
perhaps even more so in the advertising and the marketing for games
and on the packaging for video games. Even if it’s a game that doesn’t
have any female characters in it.
There’s an ad for a racing car game called Destruction. Destruction
doesn’t have any female characters in it, but the ad for the game
shows a woman leaning over the hood of a car. Another example is for
Virtual Pool. Again, no female characters are in Virtual Pool, but we see
in the ad that there is a woman leaning over a pool table, showing us
her cleavage. And this is a game that is a billiards simulation. There is
an extreme example of this in an ad for Game Boy. In this Game Boy
ad you see a woman tied to a bed, and she’s wearing lingerie.
Of the top selling action genre video games, eight out of ten of those
games featured white characters. So we’re not only seeing the video
game world through male eyes, we’re seeing it through white male
eyes.
EUGENE PROVENZO: I think its very interesting for example if you look
at most of the first person shooters which only show you the hand on
the gun, or the weapon, its generally white rather than brown or black.
Violence and crime is the way in which you get ahead in this
environment. You steal, you mug, you’re part of a gang, so there’s
nothing about the environment of the inner city that really challenges
the stereotypical notion of the inner city already. Violence and crime
goes right along with that. What’s ironic about this, is that even
though you’re in a mostly black-charactered environment, you as the
main character are a white guy. So what this conveys beyond just the
stereotypes of the inner city being full of black criminals, is that this is
abnormal, this is something that needs to be contained, that you as
the protagonist and the lead character, need to somehow beat this
back into some sort of normalcy. And what you do in this game as the
main white character is you try to get to the leadership position of the
gang, you try to become the kingpin.
[Video Game: Shadow Man]I had a dream, Shadow Man, a real bad dream. A
dead-side dream. The five are here – the heralds of the apocalypse.
We see the same thing occurring with Mike Leroy in Shadow Man, also
another game connected with Haitian culture. Mike Leroy uses voodoo
as does Akuji, so again this just sort of emphasizes the difference
between the non-white characters and the white characters in video
games. And it re-inscribes certain ideas about Haitian culture, about
voodoo, about the super natural.
[ABC News] In the wake of all the violence perpetrated by young people lately,
there is an important question on the table. Do violent video games make for
violent kids?
MICHAEL MORGAN: But there are some more, perhaps significant, and
more subtle consequences on people that has to do with the way they
think about the world. When you spend a great deal of time being
exposed to violent video games and playing them hour after hour over
long periods of time, you begin gradually to think of the world as a
much more violent place and to have the images and the concepts of
violence permeate the way you think about things on an every day
basis.
[TV ad]
Stop! Don’t shoot! Do you have something less painful maybe?
-- Uh, a crossbow?
Uh, too messy.
-- A grenade launcher?
Uh, ouch.
-- How about the Taser?
Yeah, a Taser wouldn’t be bad, it might leave a little rash ma…
MICHAEL MORGAN: In playing video games, the violence is not only the
whole purpose of the game in most cases, but the rewards one gets for
it are very gratifying. They let you play longer, they let you go to new
levels, they let you explore new dimensions, new territories, new
worlds – the only way to advance and to achieve the goals of the game
is to kill ever increasingly larger numbers of people.
When you reach the end of every level one of the main things it tells
20
you is how many of these people you’ve killed, how many of those
you’ve injured. So at every stage in the game, you have a continual
reporting, you have a continual reinforcement – doing great, you’re
killing more, keep going, here’s how many
21
you killed this time, you ready to go to the next level and kill some
more? So there’s never any compunction against using violence,
there’s every stimulation, everything is conducive to using it, the more
its used, the more effectively its used, and the more competently its
used, the better you’re doing.
[Video Game]
You win!
--Yeah!
Impressive.
Now we use large screen TVs and soldiers stand with plastic M-16s that
fire laser beams that when you hit the target on the screen, the target
drops. The law enforcement community extensively uses a device
known as the FATS trainer: Fire Arms Training Simulator. You hold the
gun in your hand, you pull the trigger, the slide slams back, you feel
the recoil, you hit the target, the target drops, you miss the target, the
target shoots you. It is a very effective law enforcement training
device.
But if you go to the local video arcade, you’ll find an almost identical
device. A game such as Time Crisis for example, in which you’ll find
that the pistol, the slide slams back, it recoils in your hand, if you hit
24
the target the target drops, if you miss the target the target shoots
you. The only difference is in the FATS trainer, if you shoot the wrong
target, you’ll be reprimanded, ultimately even fired. But when the kids
are playing the game there is no adult supervision, there is no
standard, there is no control.
25
The Marine Corps uses the game Doom as a training device. It is such
an effective and efficient tactical trainer, there’s limited skill involved
with this game. There’s a great deal of rehearsal and will processes
involved here.
A lot of people when we talk about Doom or Quake or the first person
shooter games, they say, well all you’re doing is playing with the
mouse or with the keyboard, how can that be teaching your killing
skills. Well understand that Doom all by itself, even used with a
keyboard is good enough that the Marine Corps uses it to script killing
in their soldiers. It provides the script, the rehearsal, the act of killing.
We have to understand that the military around the world, and law
enforcement organizations around the world do not use these killing
simulators and spend billions of dollars on these simulators for fun.
They do it because it works. It is their job to condition and enable
people to kill. They know what they’re doing. They are the
professionals. They have had experiment after experiment to show
the value of these simulators, but the greatest experiments are things
like World War II where only 15% to 20% of the riflemen fired, and
Vietnam where 95% of the riflemen fired. It is a revolution on the
battlefield and we know it works, and those whose job it is to enable
people to kill use it extensively and they do it for a reason. Because if
they didn’t, their soldiers would die in combat.
One of the questions that arises very commonly is how do soldiers take
what they’re given and distinguish from killing in combat to killing in
the civilian community? When we provide the soldiers with the ability
to kill, we also provide them with a powerful set of rules that are
ground into them. And so the soldiers and law enforcement officers
are taught only to fire at the appropriate targets at the appropriate
times, under orders, under the right circumstances. The soldiers go
out in the field and we carry our weapons around with a blank loaded
in that weapon, in our exercises, and we’ll go for days on end and
never fire our weapon. And that’s part of that discipline. Carrying that
weapon for days and months and years on end and only firing it under
the exact precise situation that you’re given. But as soon as you put a
quarter in that video game – you never, never put a quarter in that
video game and don’t shoot. And the very first thing you shoot at is
the first human being that pops up on your screen. And you shoot and
you shoot and you shoot. So the safeguards are completely absent
and all of the enabling that the military that the law enforcement gets
are provided, plus the rewards, the pleasures, the cheers, the laughter,
the learning to associate it with pleasure is also there. And so we must
think very, very carefully about who we provide this operant
26
LT. COL. DAVID GROSSMAN: The screen today seems like reality to
you, you become sucked into that screen, and the large screens you
become sucked in more. But what if it was complete? What if you
turned and moved and shifted and wherever you turned there was
your enemy and you would kill? What if we made killing not some two
dimensional process, but a three dimensional process in which you
were constantly involved?
holding us back is not the technology but the values we’ve privileged
as we’ve designed, produced, and sold it. So if we want video games
that are truly cutting edge, that really give us
29