In this video you are able to see that the arcade game was based on an American game called doom which was originally owned by an American institution and was later brought by a British company and had created a sequel of Doom 2. This game had been based on a American ex soldier who had been let off due to his violent behaviour but is called back as the enemy being Russians who try to create zombies in tubes. The aim of this game is to complete a story that consists of the main character killing any Russian in which he sees and trying to find the laboratory in which they are trying to create these monsters.
This type of narrative role has increasingly occurred in games such as the gaming franchise in which I am currently studying which is the Call of duty franchise as they have continued to make Russians and Muslims as terrorist acting with high levels of violence for no apparent reason. This is a factor in which I have been looking at when doing my own study as it suggests that these cultures are seen as villains or the ‘other’ whereas American soldier have ALWAYS been seen as the hero and would be the character in the game who does nothing but the right thing. This game and franchise continues to carry the same trend of narrative role throughout its game play allowing its audience to believe that the villains in war games will never be American soldier/ loyal soldiers and any other culture against them would be automatically seen as villains. This can be because the call of duty franchise had been successful showing its audience exactly what they want to see meaning that if they have been successful with this type of representation of Russian/Muslim terrorist in their narrative role, they will continue to show it as it will deem to show an easy success rate.
This would have created more of a moral panic post 9/11 as it is now more effective and influential in how audiences represent violence from other cultures now than how they were portrayed back in the 1990s.
This Is genuinely because at this time the terrorist scare had not been as largely populated and the media had not hyped the negative representation of the ‘villain’ at this time. Terrorist in games had not been more than someone or something to kill before recent terrorist attacks. This is why it is so easy for games such as Call of duty to feed of the scares of terrorism, they are able to act accourdingly and make sure that narrative roles continue to show terrorism as it could be a realistic factor which bring audiences to believe that not only Is this possible but the ‘hero’ will always be the dominant white male (American) and the ‘other’ (terrorist) would be someone of another culture.
Task 2
Graeme Burton
Arnold publications
'More Than Meets The Eye'
'Hollywood consistent use of cultural norms as narrative devices'
suggesting that its normal to see the same narrative roles throughout media texts likes gaming. The dominant white male as the hero and narrative roles in gaming.
'Ethinic minorities are continually misrepresented by racial stereotypes'
Suggesting that minorities will continually be presented as the 'Other' and can be seen as the 'villian' in gaming
‘Some Individuals/institutions will always have greater power to portray how to react on situation’
( Howard Becker )
This suggests that issues and debates such as 'moral panics' will continue to shape the way in which the audience will portray power. Also how some institutions will act on moral panics and use scares such as 9/11 as a selling point.
‘To say we may judge what is or is not real based on what is shown to us’
This quote fits into my title as it would suggest how the audience portray narrative roles. How if games and television shows muslims for example to be terrorists and evil all the time or the 'other' than the audience will begin to believe this.
'If something is repeated often enough it will tent to be believed and remembered’
This also fits into my title production as it helps proove the relation to narrative roles and how they can be seen in the audiences eyes. This is because by games such Call Of Duty, narrative roles tend not to vary with the dominant white hero and minority passive muslim/russian villian. By continually showing this role of power to its audience repeatedly the audience tends to believe this is true.
Narrative as social practice
By Daniele M. Klapproth, Danièle M. Klapproth
The roles played by narrative discourse in alngelo western culture and within which social institution are these roles practived
Time and narrative, Volume 2
By Paul Ricoeur, Kathleen McLaughlin, David Pellauer
So the mediation that the narrative brings about as a quest cannot be simply a locial one, the transformation of the terms and their relations is really a historical one.
The Link Between Video Games and Violence
By Rahul Massey
The media whole heartedly are supporting the caused effects links between violent games and real life brutality, inspired by shooting games such as Doom, call of duty create levels of familiar violence.will portray power. Also how some institutions will act on moral panics and use scares such as 9/11 as a selling
‘To say we may judge what is or is not real based on what is shown to us’
This quote fits into my title as it would suggest how the audience portray narrative roles. How if games and television shows muslims for example to be terrorists and evil all the time or the 'other' than the audience will begin to believe this.
'If something is repeated often enough it will tent to be believed and remembered’
This also fits into my title production as it helps proove the relation to narrative roles and how they can be seen in the audiences eyes. This is because by games such Call Of Duty, narrative roles tend not to vary with the dominant white hero and minority passive muslim/russian villian. By continually showing this role
Academic study- violent gaming reduces stress
http://www.gamepro.com/article/news/215790/academic-study-says-violent-games-reduce-stress/
Christopher Ferguson concluded that violent video games could actually combat anger and depression, two groups were given a violent game to play (Hitman: Blood Money or Call of Duty 2), one was given a non-violent game (Madden 2007) and a final group was told they wouldn't be able to play any games due to a malfunction.udience repeatedly the audience tends to believe this is true.
Film / Genre
Rick Altman
1990
British film institution
‘ Hollywood consistant use of cultural norms as narrative devices’
This suggests that it is normal to see the same narrative role through media having a dominant white male character as the hero and a villain being a other non norm which is usually according to contemporary games Russians and muslims
Stuart hall 78
‘Ethinic minorities are continually misrepresented by racial stereotypes’
This suggest that if a ethinic minority is seen in a negative way through generations it will continue to be seen this way and mean that stereotypes will continue to carry on.
Valdimir Propp
‘ characters and actors have the narrative fuctions of villiens hero doner father and false hero. ‘
This quote suggests that there is always a narrative role in any action and would be based on these forms of roles. This is relative in gaming as each role has a link to a character in the Call of Duty franchise.
Howard becker – moral panics
Some individuals and institutions within society have greater power than others to react to situations and allow others to voice opinion
This suggests that by having a game or institution that challenges the normal narrative role it is possible to see a voices opinion on change and misrepresentation will decrease.
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