You can't ignore the cultural power of video games any longer
Updated April 06, 2016 14:01:18
Photo:Video games have been significant and influential popular culture artefacts since their inception.(Supplied)
Video games have always mattered, but thanks to initiatives like the World Video Game Hall of Fame they are now reaching a cultural legitimacy previously reserved for things like film, music and literature, writes Brendan Keogh.
In late March, the World Video Game Hall of Fame located in The National Museum of Play in Rochester, New York announced the finalists for its second round of inductions.
From 1970s classics such as Taitoās Space Invaders, to quintessentially 1990s mascots Sonic the Hedgehog and Lara Croft, to the more-recent but culturally ubiquitous Minecraft, the 15 contenders represent a vast range of video game styles, periods and technologies.
The existence of a World Video Game Hall of Fame suggests a sort of new cultural legitimacy to the video game form, a shifting sense that these digital works matter enough to be remembered. This is reflected in a broader enthusiasm in recent years by museums and art galleries building up collections of video games.
One of the criteria a video game must meet for consideration in the World Video Game Hall of Fame is to have:
Exerted significant influence on the design and development of other games, on other forms of entertainment, or on popular culture and society in general. (My emphasis)
Video games influencing other video games is not something many people would have trouble grasping. But this latter point is one often unconsidered up until recent years: the idea that video games have a significant influence on popular culture and society more broadly. Just as any art form or popular culture would. But then again, why wouldnāt video games have always had that influence?
Look at the release dates of those games being considered. One of the contenders, The Oregon Trail, was released in 1971, the same year that The Rolling Stones released Brown Sugar and Don McLean released American Pie. Sonic the Hedgehog was launched three months before Nirvanaās Nevermind. One of the first ever video games, Spacewar (which is not currently a contender), was made in 1962 ā the same year as Elvis Presleyās Return to Sender.
For almost as long as there has been modern rock music, there has been video games. Rock music has been ubiquitous for decades; video games still often seem like some odd cultural novelty. All the editorials of the last three decades pointing out how much more money video games make than blockbuster films have not been able to change this perception.
Something weird happened to video games that prevented them, for decades, from acquiring the same cultural clout as their film and music counterparts. Even as they made million of dollars and raked in huge audiences, video games remained on the cultural margins.
We can trace two broad reasons for this.
Firstly, video games require a much more direct and intimate coupling between the work and the audience.
External Link:Mariah Carey ā Game of War
Film and music and literature are all capable of being challenging, of course, but one can at least sit there and let the images, sounds or words wash over them without too much effort. Video games with their input devices require complex haptic literacies from our fingers in addition to the conscious engagement with sights and sounds.
Video games need to be learned, just like a musical instrument. Video games donāt just happen. Leave the room during a film and it will keep going. Leave the room halfway through Sonic the Hedgehog and Sonic will just stop and tap his foot, waiting for you to come back.
To experience video games on a very basic level requires a significant amount of physical effort not needed to, say, overhear a good song at the supermarket.
Secondly, video games have been stuck in a very particular subculture since their birth that they have been struggling to claw out of ever since.
Born on university campuses by young hacker men, video games have long been seen as simply a thing young men do. There have always been women involved in their creation and playing, of course, but the cultural impression is one of young, nerdy men hunched over computers.
This was only amplified as video games exploded in the late 1980s and ā90s as publishing companies narrowed their target demographic to teenage boys, easily seen through some of the marketing of the time. It is no coincidence that many baby boomers remember playing games such as Pac-Man and Space Invaders, but then left video games behind entirely at this time.
Add both of these together ā the complex physical exertion required and the self-labelled and patriarchal outsider culture ā and itās not hard to see why video games have struggled to receive the same level of cultural acceptance as other popular forms despite being around almost as long ā and despite producing important works for just as long.
However, things have changed massively and rapidly over the past decade. After a prolonged and, letās be frank, embarrassing adolescence, video games have once again found themselves more widely played and accepted. The widespread presence of powerful smartphone devices means almost every adult now has a device in their pocket capable of playing millions of video games, many of which have easy and intuitive controls.
The popularity of so-called ācasualā games has attracted demographics of players from beyond the core teenage boys, as has the flowering of a great diversityof independent and hobbyist development scenes across the world. Games such as Minecraft and Angry Birds have reached a level of cultural zeitgeist that no first-person shooter could dream of obtaining. Mariah Carey now appears in commercials for the game Game of War.
Editorials that argue āvideo games matter nowā have always made me cringe. Video games have always mattered! Look back over the past 50 years and you see the influence of video games on electronic music, on the special effects on movies, on the military, on increasing the popularity of personal computers.
They have been significant and influential popular culture artefacts since their inception, and the diversity of contenders for the World Video Game Hall of Fame reflects that.
The difference is that this influence has become a whole lot easier for more people to see now that we live in a time where you canāt put a hand in a pocket without finding a video game. Now, video games are normal.
Brendan Keogh is a Game Design Lecturer at SAE Creative Media Institute in Brisbane and a freelance video game critic and journalist. Follow him on Twitter @brkeogh.
Topics:games, arts-and-entertainment, games-industry, games-industry-professional-gaming
First posted April 06, 2016 13:50:19
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I can ignore video games, always have, always will. Avoiding poxes, plagues, fanatics, bores. maniacs, dictators, Murdoch media, advertising, bible bashing bonkers and assorted other people and things of no merit is the ONLY sensible hobby.
āThe difference is that this influence has become a whole lot easier for more people to see now that we live in a time where you canāt put a hand in a pocket without finding a video game.ā
Before video games were invented, you couldnāt find anything else to play with?
Lalalalalalala i cant hear you ā every politition and person in power
I havenāt played a video game in a decade, but even back then many titles were more complex, convincing and engaging than many movies. Iāve no doubt there are ones today even more soā¦.I only lack the time
āā¦. I only lack the timeā
Agreed. I was once an avid gamer (particularly strategy games), but family and work have taken care of that. But I will return in my latter years, and I can only guess at the sophistication of games when that time comes. Something to look forward to in my dotage.
Brendan makes a very valid point when he says ā Look back over the past 50 years and you see the influence of video games on ā¦ā¦the militaryā
From games like Americaās Army Online which required gamers to undergo training and pass tests in order to obtain certain in game skills, like passing a basic medics course in the in game class room, provided some basic understanding to the next generation of soldiers. As well and providing some basic fire support and team work tactics. A bit of a pre-basic training exercise.
Just as most people of military age are now highly comfortable with using remotely operated systems in order to conduct warfare (ie. drone operators).
The use of drone / robotic warfare systems is a natural progression of, and use of, the skills readily available within the western population. Why send them forth into danger when they have exceedingly superb control over remotely operated combat systems.
The history of video games exhibit that they did at the Powerhouse museum was amazing.
More exhibits like that will be created across the world.
I have not watched TV for approx 3 years.
I have not been to a movie > 10 years, to a pay > 20 years nor the opera > 40 years. Not purchase a newspaper or magazine >10 years.
I play computer games almost daily.
Just a pity then that so much of the gaming community on the internet consists of MRA/MGTOWs and whining Man Children as highlighted by the recent Nintendo employee who had to be sacked cos she dared suggest 13 year old girls shouldnt be sexualised. Disgusting !
I was introduced to one of these games by a grandchild. After less than ten minutes I found the affect stultifying, I hope it doesnāt do the same to the brains of our youth.
Try playing better games. Like any form of media, some examples of the genre require more thought than others.
Games have the additional wrinkle that theyāre very good at getting you into āflow statesā, the in-the-zone hyper-focus state you get sometimes when performing tasks requiring deep concentration. Some games (really, most games) target that, instead of intellectual depth, because a lot of people find it pleasant. Some of those games are going to be weird to start off with because they usually assume some level of familiarity with the genre, and if youāre not used to platformers or something youāll need to pay too much attention to the basic controls and āreadingā the game to be able to get into the pleasant hyperfocus state.
Try playing a difficult puzzle game ā I would recommend Infinifactory, by Zachtronics.
The biggest difference between movies and games are I donāt get bored after an hour with a video game.
The low quality of todayās passive mediums have led to games being the ONLY medium that is churning out genuinely entertaining content.
Iāve played video games as long as I can remember. It started with me playing with my elder brother. I have fond memories of sitting with him in his room playing Bubble Bobble on the Commodore 64 with various 1980s hair bands playing in the background. My sister and I would fight over whose turn it was to play Tetris on the gameboy and my mum loved to play Columns on the Mega Drive.
Iām only now dipping my toes into more modern gaming, having recently bought a PS4. Some of the negative stories about online gaming experiences for women have me hesitant about venturing into that world, though.
Ally, as a PS4 owner myself ā welcome to the team! Some of the open world games currently on the market are truly amazing.
Re your hesitance, unfortunately there will always be idiots out there being sexist pigs. In fact the sentence could easily have been āā¦negative stories about online experiencesā¦.ā, with nothing really happening in the gaming world that you likely havenāt also experienced commenting on a news or FB article. The connections we can make today, via social media or gaming, to complete strangers, makes negative experiences, sadly, inevitable.
PLUS, most games donāt necessarily require online direct contact with other players. Sure you may enter a multiplayer game, but there is no requirement they be able to speak or otherwise contact you.
How the girls (and anyone else who isnāt a 16-25 year old male, to be honest) are treated in online communities really depends on the community you join. Different games tend to attract different people, after all. If you want to avoid the majority of the more toxic groups Iād recommend steering clear of massively multiplayer free-to-play titles (Creating a new account is free, so people can be as nasty as they like with no real consequences) and also the mainstream first person shoot-em-ups (because communities for those games have a lot of teenagers with a very poor maturity to testosterone ratio).
I think thereās an important 3rd reason they havenāt caught on until recently, and thatās technology limitations.
Early video games were either really simple (shooting wave after wave of identical enemies) or those with depth had difficult to learn complex text based interfaces. A game that ran on 64k of RAM would have a user manual like an encyclopedia. You had to be dedicated to enjoy them.
As technology advanced, the audience grew larger. The biggest breakthrough was mobile touch interfaces that allowed games to have obvious intuitive interfaces instead of complex controllers. Now āgamersā is as broad a term as āpeople who watch TVā ā itās not just the hardcore nerds, itās also the 90 year olds playing card games online against friends.
Treasury has a software model for the Australian economy right ā we hear about āTreasury modelling ā all the time. Well, bundle it out as a game where you can pull all the levers, tweak all the settings, and tax anyone you like.
Run the whole thing online, and however gets the place humming and a bopping along the best gets to be PM.
There is a game called ādemocracy 3ā which does essentially just that.
It is an economic and political simulator.
Getting your policy settings just right and avoiding alienating key electoral demographics can be quite tricky.
If Planescape: Torment doesnāt make it in one day, I will be greatly disappointed. A game that broke down the constructs of both fantasy and the RPG, and made me stop and question *who I am as a person*.
Wholeheartedly agree with the notion that influential video games should be found in museums ā of some sort or another. they are part of our history. Clearly they donāt appeal to everyone and the appeal is also somewhat age related ā but they are a part of our history worth preserving.
Iām sure some dill will respond to this article noting what a waste of time video games are. That really is in the eye of the beholder ā great fun for some; waste of time for others. That isnāt a valid reason for ignoring the phenomenaā¦ditto for different tastes in music, art, movies, books etc, etc.
I donāt play computer games ā I have no interest in them whatsoever.
I am however, very interested in innovation economics and disruptive technologies.
And if we have a comparative advantage in this area we should be doing everything to leverage it.
I agree with the power of computer games almost everyone plays them now (even an elderly man I know says he was getting caught up in Angry Birds!).
However I must say that the large bulk of games, in particular by the AAA studios, donāt have very cerebrally challenging premises, and the art is by no means as refined as movie-making. Emphasis at the moment is still on things that donāt matter: graphics and sound, instead of good stories or even good gameplay. A bit like the āspecial effectā movies of the 70ās that were cringeworthy to watch (even then).
Until AAA games put effort into compelling stories, arguments on current society, remarks on history, hope for the future, movies are still the main conveyors of relevance to all. Barring a small few, all I can see to the horizon at the moment is more fpsās.
Thereās probably more innovative indie game stuff produced now than at any point in history, because of how much easier it is to write a game now and how many more people have grown up with videogames as a normal thing.
So sure, the AAA stuff can continue to be brown shooters; Iām looking forward to Banner Saga 2 and No Manās Sky this month, I still need to pick up Factorio, Stardew Valley has proven entertaining, etc. etc.
Youāre correct in the respect that to find a gem, youāve gotta sort through a lot of dung, but then, thatās the same for nearly any art form ā for every Picasso, thereās a dozen cheap airport sketches. For Alien, thereās Prometheus. And for every The Last of Us, thereās a dozen Call of Duty clones. Its just unfortunate that those CoD clones make so much money its kind of whatās keeping some publishers alive right now.
And whilst youāre right, a lot of AAA games these days arenāt much chop (the independent scene does a lot of good in that respect), there are still some gems ā The Last of Us, Witcher 3, Far Cry 3, or, if you want something that is just darn fun ā Rocket League
Agree about the majority games as they are the interactive equivalent of todayās action or superhero movies. Entertaining and mind numbing. Difference is Iām hesitant to drop $90 on a mind numbing game. But I do have guilty pleasures for some games, Total War series, Battlefield series to name a few.
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