Scope of the Presentation
- Violence and Sensationalism Surrounding Video Games
- The Video Game as Political Scapegoat
- Games of Conquest
- Phallocentrism in Video Games
- Video Games and the Neo-Liberal Hero
Digital Humanities
- Methodology and not a Discipline
- That definition will change
- Digital Rhetoric
Mary Hocks (2003): “digital rhetoric describes a system of ongoing dialogue and negotiations among writers, audiences, and institutional contexts, but it focuses on the multiple modalities available for making meaning using new communication and information technologies” (“Understanding Visual Rhetoric.” CCC: 632)”
Violence and Video Games
- Video game sales rose as violent crime dropped
- “Violent Crime Arrest Rates Among Persons Ages 10-24 Years, by Sex and Year, United States, 1995–2011”
For males: 850.8/10,000 to 423.1/10,000—just over a 50% drop
For females: 136.6/10,000 to 99.7/10,000—over a 33% drop - Violent video games from 1995
- Hell: A Cyberpunk Thriller
- Command & Conquer
- Mortal Kombat 3
- Warcraft II: Tides of Darkness
- Phantasmagoria
- Video game sales:
1996–$2.6 Billion
2014–$15.4 Billion (highest year was 2010, $17.1 Billion) - 97% of children play video games (Pew Research Center)
- 74% of gamers are over 18; average age is 35 (ESA, 2015)
- “Violent Crime Arrest Rates Among Persons Ages 10-24 Years, by Sex and Year, United States, 1995–2011”
- Craig Anderson (2003) debunks 11 myths…cites himself 9 times
- Noise blast test (slow loading)
- Video game advancements allow for more detailed, graphic depictions of violence
Games of Conquest
- Lords of Conquest
- Civilization
- Hitman, one killing at a time
Phallocentrism in Video Games
- Female bodies controlled by the gamer, Hitman
- Virtual sex(work), GTA: San Andreas
- Misogyny reproduced, GTA: San Andreas
- Time for Wolfenstein: New Order
- Indulgence without Risk of Being…
Conclusion
- Disclaimers
- Possibilities for video games