Video games have been under public scrutiny for as long as they have existed, and have wrongfully become the scapegoat for various kinds of violence in our country (despite numerous studies that say video games have actually decreased violent tendencies). Our aim for this remix video is to stand up for video games and argue that violence in video games does not necessarily correlate to violence in real life.

We plan to use a super-cut style with clips from news reports on the issue, excerpts from various violent or nonviolent games, and people actually playing the games. The footage of this interactivity, which supposedly makes them more persuasive in causing people to be violent or aggressive, will also help emphasize video games as digital media. We also plan to utilize some aspects of a music video by playing hard rock, grunge, punk, or equally aggressive/angsty music over the footage from the lighthearted games. The current rough outline for our idea would be clips of traditionally violent games, a transition into the news clips condemning these games, and another transition to the fluffy clips and hard music.

Much like the super cut above, our video will rely on the juxtaposition of music and clips, although ours will have have the same music through the gaming clips and clips from a variety of games.

In order to reinforce the idea that video games are a form of digital media and keep our video relevant to the class, we plan to draw our inspiration primarily from the Galloway reading, Gamic Action. In this chapter, Galloway says that “if photographs are images, and films are moving images, then video games are actions” (4).  The same interactivity makes video games playable, makes players supposedly more violent, and places the games in the realm of digital media. The “cybernetic relationship” (7) between the players and the games is not something that should be feared or frowned upon, and certainly does not make users more violent in real life.


One comment on “

  1. Because this is both an age-old media effects argument that’s been applied to both analog (e.g. comics) and digital media aimed at younger demographics, and because your proposed counter-argument has also been made countless times by academics, cultural critics, and gamers alike, you are going to need to find a way to breathe some new life into this old debate and productively tie it back to Galloway’s core argument. If Galloway is broadly valuing the fact that video games are actions, it’s precisely the TYPES of actions that come under fire in these critiques. By selecting clips of video games that few parental groups would have an issue with, what are you saying? Is it a critique of the types of games that are the focus of these claims about video games and violence, at the expense at looking at the positive qualities of games (or games broadly as an interactive media form)? Or are you arguing that with a certain type of framing (or image/music juxtaposition), anyone could mistake a game for being violent (e.g. the clip of Luigi above underscored by Ludacris)? The major question here is, what are you planning to argue about video games as actions vs. other/old media forms? This is a good starting point, but you’re going to need to nuance the ideas further, I’d start by going back to Galloway and thinking about how his argument applies to the point you’re trying to make.


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