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ISABELLE ARVERS : SERIOUS GAMES

 

 

 

 

 

 

 

 

 

 

 

 

 

The game industry is linked to two powerful industries: Medias and
entertainment and information technologies. With the convergence of
media, a history is now made to give at the same time birth to a film,
a video game, a TV show or a blockbuster book. At the benefit of a
perfectly marketed vision of the cultural good. On the other side, lots
of scientific innovations dedicated to the war machine are tested and
made popular by video games: simulation, virtual reality, motion
tracking, etc.

Beyond the already very famous example of the game America’s Army, used
by the American Army to enroll future soldiers, those two powerful
industries can meet on the same playing field as shown by the
researches lead by the Institute for Creative Technologies, created in
1999 on a partnership between the University of California, the game
and film industries and the American army. The goal of ICT is to
consider the potential of simulation and artificial technologies
combined to game and narration, in terms of education and training for
the army. This gives birth to virtual human beings, army trainers or to
learning the methods to behave well with hostile populations.

In the middle of these two industries, several generations of
individuals meet: those born with the first video games and those born
within the digital era, for whom interactivity, ubiquity or multimedia
are a way of life. For some of them, video games have a predominant
place in their personal development and in their life in society. The
game is not only a question of entertaining, but intervenes in the
construction of their imaginative faculty and in their way to apprehend
knowledge.

In such a context, we have to ask ourselves on the way games are
created and on the stake they represent, whether on the control or mind
development. Today videogames play a similar role as yesterday’s tales
and legends, in the sense that they allow the imagination – a cultural
imagination – to escape from the real and from ourselves. Lots of
teenagers and young adults say they dream in computer animation images
and prefer 3D images to video or to images of the real. They also have
a more active relationship in consuming these cultural goods. It is
therefore fundamental to give priority to diversity in games to allow
this imagination to develop and not only be a way to control the minds.

During the past few years, the usual talk about video games fortunately
changed a bit and tends to progressively abandon a judgment hitherto
tenacious, considering games as a subculture for retarded teenagers. In
parallel, more and more titles appeared, giving favour to the creative
aspect such as Ico, Shadow of Collossus, Katamari, Loco Roco… Players
changed too, especially with the arrival of the last games consoles Wii
or Nes: more girls and/or older people, more occasional players that
were not recognizing themselves in games considered violent or sports
games. This concomitant evolution also allows to surpass recurrent
critics around violence or addiction, linked to video games.

It was indeed proved that addiction to video games is minor compared to
the addiction to television for example, and it was also proved that
the few cases were largely given publicity in the media in order to
facilitate the work for media suffering from lack of information and
views on this subject. This over-exposure looks like the treatment of
information around illegal downloading in 2000: over-exposing isolated
cases in order to play with people fear. As for the violence of games,
that really exists, it seems to be hiding more delicate issues:
authorizing weapons, children soldiers, errors of strategic targets for
the army… The violence of real revealing itself much more serious that
the one of games that are only a mirror image of it or a
representation. Children have always played war, but with video games
realism is more obvious. Games are by the way often criticized because
of their ultra-violence or free violence like in Silent hill or
Resident Evil.

And yet, lots of Grand Theft Auto players admit they prefer to explore
streets and districts, rather than blowing up their rivals! Moreover,
more than deadening or making violent, researches tend to prove today
that games develop children various cognitive faculties: reading, being
logical, observation capacities, maps reading, orientation, taking
notes, problems resolution and last but not least working in a team,
because to be successful in network games, it is important to get
together, communicate and interact. It is how sociologist and
psychologist have used network games – Counterstrike for example – to
recreate the social link for disadvantaged youngsters. Indeed, playing
to Counterstrike means being part of a team, respect some rules, listen
to the others to work together, to develop strategies and finally
progress in the game and win.

The new vague or "serious games" in education, armament and
governmental institutions tends to confirm this tendency. There are
called serious games, not because other games aren’t, but because game
is used in a pedagogical way for political, social, marketing,
economical, environmental or humanitarian purposes. The game Darfur is
dying made to understand better the conflict in Darfur, or Food Force,
a game created by the UN in which users play to distribute food are few
examples. Similarly, artists create games that are social or political
critics. McDonald the video game, the satire of Mac Donal restaurants
by the group of Italian activist artists Molle Industria or the games
of Gonzalo Frasca September 12 or Madrid prove the capacity of games to
expose ideas.

Perfect examples of mass consuming object, sentenced to have given
birth to a generation of "no life" or to a generation of "molle" of
passive consumers, games can be used to become a way to express
oneself. The Machinimas, films created with video games engines or 8bit
music – still called chip tunes – embezzle the primary function of
games, to turn them into musical instruments or machines to create
films. This is how a young graphic artists from the north of Paris
created a film in a week thanks to the game The Movies, in order to
give his own vision of the suburbia riots back in 2005. This film was
downloaded more than one million times and Alex Chan, the author of
Machinima The french democracy was interviewed by the international
press in order to give his point of view on the events.

In another Machinima — This Spartan Life — a talk show directed by the
New Yorker artist Chris Burke in the network game Halo 2, Malcolm Mc
Laren is invited to express himself on 8bit music. He explains that in
the karaoke world in which we are living, his only hope lies in the new
generation of hackers. The one that use Gameboy consoles to create
music with. According to him, the entertainment world starts having
sense again with them. Because a bit like situation diversions, codes
and popular culture are used to give political messages. A current
issue necessary to give conscience back and arm ourselves with
knowledge! Playing…

Isabelle Arvers
Exhibitions organizer, independent author and critique
www.isabelle-arvers.com

 

 

From: MCD53

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