DEEP PLAY RESPONSE

1. Clifford Geertz says "every culture loves its own form of violence." In what way do video games confirm this? What forms of violence do they represent? Geertz says the forms of violence are not always the actions that are bloody, but rather the unequal systems and structures that are created by violent means and then perpetuated. Pick a game that reveals not the superficial violence but the deeper structural violence of our culture and explain that form of violence.

I think that video games confirm the "every culture loves its own form of violence" thought because of the reactions they invoke from the players.  I believe that the video "My Generation" from Eva and Franco Mattes: http://www.0100101110101101.org/home/mygeneration/index.html answers the question.  They represent forms of physical violence to the machine, caused by anger at the game characters/"flukes" in the game.  I never play video games, so I can't think of a specific example of a game that shows deeper structural violence of our culture, but I did play The Sims a couple times, and although their was no obvious killing with guns and bombs, their was the role that the player had of creating a life form, and leading that form through "life".  I can see violence in this, when you have to find a job for your sim, create bonds with other characters, entertain...etc you have to "fight".  I think the competition in The Sims, and what little I know of "Second Life", is full of violence shown in the competition.      

2. What is arrest and why is it important to art and specifically to game art? Can you describe a moment of arrest in any kind of game you have played?

Arrest is when "the gamer is caught of guard, not by one of the game's monsters or Mafiosi but by one of its ontological or ethical dilemmas."  (Pg. 65).  It is important to art and specifically game art because it reflects the power that games can have for allowing the player to reflect on tensions within society.  I have not played enough/the right games to remember a moment of arrest.   

3. What happens when a game breaks out of representations of violence (Grand Theft Auto) and actually engages (executes) violence (Tekken Torture Tournament)? In what way does representation sensitize or desensitize us to violence vs in what way does play (real enactment) resensitize us? When children play do they ever resort to violence? Can you describe its possible uses?

When a game breaks out of representation of violence and actually engages violence the players have real life reactions to the things happening on the screen.  I think the representation desensitizes us because we don't feel the consequences of our actions vs. our physical reactions to real enactment games.  I think that often times children resort to violence.  I think that kind of violence can be a way for young children (especially young boys) to show affection and camaraderie.     

4. In what ways to some games reinscribe (ie make it seem natural by so much repetition) rather arbitrary gender roles? Why do games geared to adolescent boys have such strong gender stereotypes? What biological phase are these boys going through? What is the danger if they do NOT adopt gender stereotypes but pursue alternate gender definitions for either women or men? Pick a game that begins to questions gender roles for women and for men (these can be two different games) and describe how they challenge stereotypes.

I think a lot of games have the men as the heroes, saving the women, and it has become the norm.  Games geared toward young boys have such strong gender stereotypes because that is what draws them in.  They see a strong male character, and a strong female character, and they who they "need to be" and who they "want to have".  Why would they not be attracted to that?  I don't think that their is any danger if boys do not adopt gender stereotypes.  I think the Tomb Raider game questions gender roles because it has a "powerful, athletic, gun-toting, female protagonist."  (Pg. 81).  It changed the role for women, making the woman the tough lead instead of the man, challenging the male lead stereotype.           

5.Why do US Army recruiters use games to both recruit and train soldiers? What is being trained or learned? Why is it effective, or is it?

I think the US Army recruiters use games to recruit and train soldiers because they are so realistic, and they promote communication and teamwork in order to succeed, which are two very important things to the US Army.  It is effective because of those two things they promote.