By: Shelley Jane
Graff
New
technologies are often met with extreme skepticism and harsh criticism; after
all, change is threatening, and we as human beings find comfort in that which is
familiar to us. We love to wax philosophic
about how advanced we are, and how everything’s going to change. It seems like things are always just about to
be ‘different.’ Rarely does it seem like
they actually are. Corporate agendas
reign supreme and increasingly society resembles something out of George Orwell’s
1984, in which a totalitarian government
lives up to the self-fulfilling prophecies that it manufactures for its own
self-interested reasons. Call me
cynical, but I believe that if you follow the flow of money—you will reach
reality lickety-split.
The
video game industry is a notoriously volatile and risky business, and many
things have been blamed for the massive amount of bad video games that exist
today—fragmentation, lack of development time, the typical up-front costs of
production (making breaking even the industry “ideal”), and the list goes on. In his book, Hollywood Gamers, I commend Dr. Brookey for adding another potential
culprit to this list. This notion has
been progressively fetishized in recent years for the “potential” that it has,
when the simple fact of the matter is that it may just be the inevitable result
of a handful of corporations owning an entire industry. I am talking about digital convergence.
Digital
convergence is (and has been) occurring whether we like it or not. Yet, Brookey suggests that as a result of
convergence and the movement towards such centralized market control, the
gaming industry is bound to produce more of the same. He
writes, “My analysis…offers a possible explanation: in the context of convergence,
the design of games accommodates interests other than those of quality game
play.” (P. 138) Brookey reminds us that incredibly powerful forces exist behind
these industries and it would be poor business to advance game play merely for its
own good—yet simultaneously these products “speak” to us about the world that
we live in and our place within it. Game
play progression’s most influential advocate has become the game player: the
true agents of change have become none other than us.
[Word Count = 339 words total]
(Video: Comedian Kumail Nanjiani discusses the conflicted
feelings that he has about today’s video games, primarily, concerning the choices made by the designers of the popular video game franchise--Call of Duty.)
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