Exit 11 Issue 04

Page 159

Gripping the Controller but Grappling with More: How Player Agency in Virtual Spaces Allows Recognition of Real-World Violence Rather Than Instigating It SH E HRYA R H A NI F

From the lack of a story in Tetris to the basic damsel-in-distress plot of Super Mario Bros. to the decades-long espionage saga of the Metal Gear Solid series, video games have evolved, increasingly tackling themes and issues previously only confined to film and literature. In this regard, the medium has particularly distinguished itself from its aforementioned counterparts by offering control directly to the players. Instead of solely relying on ageold narrative tropes, video games enable players to actively shape their experiences and build their own stories. However, as a result of affording players greater agency, many video games have been specifically attacked for encouraging physical violence and prejudiced behaviors. In extreme cases, politicians and media figures have even blamed the corrupting influence of video games as the root cause of mass shootings. I, however, argue that video games do not necessarily teach violence, but rather allow players to grapple with it. Because players have agency in the video games they play, they are not routinely conditioned into learning violence; rather, their takeaway is molded by their interactions with both story and gameplay. Through a meta-analysis of past texts on video game representations, I will demonstrate that player agency in single-player video games enables consumers to better understand violence — particularly indirect violence that is often free of blood and gore — because they are able to re-interpret their real-world experiences in light of their virtual actions. Since players must grapple with their choices and actions, they have better opportunities for self-reflection, and this leads to the development of greater empathy, a subversion of expectations, and a more nuanced understanding of social relations.

GRIPPING THE CONTROLLER BUT GRAPPLING WITH MORE

157


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Gripping the Controller but Grappling with More: How Player Agency in Virtual Spaces Allows Recognition of Real- World Violence Rather Than Instigating It – Shehryar Hanif

38min
pages 159-192

Palestinian Identities of Diaspora: Growth and Representation Online – Sarah Al-Yahya

17min
pages 148-158

You Are(n’t) What You Eat: Food, Culture, and Family from a Second-Generation Immigrant’s Perspective – Samantha Lau

25min
pages 135-147

Behind the Veil: Understanding the Meaning and Representation of the Muslim Veil in Different Contexts

19min
pages 111-121

Pleasantly Painful, Excruciatingly Exciting: The Dominant Submissive Binary in Popular Representations of

17min
pages 122-134

Cyborgs: A Technological Future

16min
pages 102-110

Musk in Islam: Olfactory Sensuality as Spirituality

14min
pages 94-101

Homosexuality in Contemporary Uganda – Sam Shu

31min
pages 73-93

The Influence of Socio-Religious Factors on al-Ṣafadī’s Perception of Translation in the Abbasid Era

11min
pages 66-72

Reframing the Frames of Human Suffering

7min
pages 20-24

The Unseen Effect of Structural and Institutional Racism

10min
pages 25-30

Subjectivity and Violence: A Dynamic Framework

10min
pages 52-57

Individuality, Pain, and Imagination: the Relationship of the World and People – Haoduo Feng

7min
pages 31-35

The War Between Salgado and Sischy: Not so Black

8min
pages 36-40

How “Get Out” Exposes the Evolution of Oppression

13min
pages 58-65

In the Sense of a “Successful” Translation – Valerie Li

10min
pages 41-51

Introduction – Marion Wrenn

5min
pages 13-19
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Exit 11 Issue 04 by Electra Street - Issuu