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> I think saying that "your brain actively practices killing" is overstating it. It sure sounds good, but it's not even close to reality. To support your point a little bit, some video game scholars, like Espen Aarseth, don't buy into the idea what the representations provide any relevancy: [1]: "The "royal" theme of the traditional pieces is all but irrelevant to our understanding of chess. Likewise, the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently (see sidebar). When I play, I don't even see her body, but see through it and past it." While Aarseth has been quite extreme in his rejection of narrative, the main aspect of his argument is that gamers see the underlying constructs of the gameplay systems, and I think gamers choose whether to engage with the dressing that sits on top. Bioshock Infinite tells a story that you can listen to, but when you're playing you're not listening. This explains the disconnect between players of GTA and observers. Those who observe and go "YOU KILLED THAT PROSTITUTE TO GET YOUR MONEY BACK AND YOU DON'T EVEN CARE" are viewing the game at the narrative level; whereas the gamers who do this are working at the mechanics level. It is a fallacy to then believe that those gamers are more susceptible to perform those actions they see at the narrative level in real life, as they were never there in the first place. The prostitutes aren't people, they're walking wallets. Bioshock tried to play with this idea with the Little Sisters, but I felt it ultimately failed, as the Little Sisters were sufficiently dehumanized that they looked a lot like walking health packs who would be put out of their misery. People who really do see others like this in real life already have a name; they're psychopathic. Fortunately, most people are not psychopathic :) [1] http://www.electronicbookreview.com/thread/firstperson/vigil... |