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Coming up next: Ambushed on "Donahue"! | 1, 2, 3 GTA3 is a story about a mobster, not unlike such critically praised works as "The Godfather," "Goodfellas" and "The Sopranos." Maybe not as good, but asking some of the same questions. You have escaped from prison. What kind of life are you going to build for yourself? Contrary to what Donahue said, you don't score points by killing people. This isn't a virtual shooting gallery. Unlike earlier video games that give you no way forward except to slaughter everything that moves, this game offers an enormously expansive and responsive landscape. Certain plot devices cue you about possible missions, but nothing stops you from stealing an ambulance and racing injured people to the hospital or grabbing a fire truck and putting out blazes or simply walking around town. This open-ended structure puts the burden on you to make choices and explore their consequences. If you choose to use force, you are going to attract the police. The more force, the more cops. Pretty soon, you're going down. GTA3 is only as violent as we choose to make it and, used wisely, the game can tell us a lot about our own antisocial impulses. White dismissed all of this as "purely technical." Assuming the role of host, White asks me whether I can identify video games that fully meet my ideals and I yammer like an idiot. I should have said that the medium has not achieved its full potential but any number of games in recent years have tried to offer more morally complex and emotionally demanding representations of aggression, loss, and suffering, everything from Black & White where your moral choices get mapped onto the physical landscape of the game to The Sims where game characters mourn those who have died or Morrowind where how other characters treat you reflects your history of violent actions. Over the past year or so, the games industry has assembled the building blocks that can lead toward a much more complex portrayal of violence, but no one has put them altogether yet. None of this is apt to look much like progress to someone who believes that teens should only inhabit an imaginary world where the lamb shalt lay down with the lion and Barney shalt hug the Teletubbies.
After the commercial break comes the prearranged phone call from Noah's poor mother, then a call from a 14-year-old girl who is told that she doesn't represent the core of the video game market, and then a hostile question from Donahue, who attempts to reduce my efforts to reform the video game industry from within to the issue of whether I have ever taken money from the games industry. The moral reformers always want to peg me as an apologist for the video game industry. I won't lie -- the games industry likes what I have to say and they shove the media my way whenever they get a chance. Lately, I've even engaged in some sponsored research to help explore how games could be used to improve the quality of American education. Sponsorship covers the expenses of the research. Trust me, if I wanted to sell my mind to the highest bidder, I could command a whole lot higher price. What motivates me is, more or less, the same thing that drives Daphne White -- a concern for American youth. This debate always gets presented as though there were only two sides -- mothers battling to protect their kids and the cigar-chomping entertainment industry bosses who prey on American youth. This formulation allows no space to defend popular culture from any position other than self-interest. When Congress calls witnesses, it calls the usual reform groups and then allows the industry to name a few spokespeople. When Donahue sets up a discussion, his producers do the same. I enter the room already tainted with having been recommended by the industry. Meanwhile, the media-effects researchers find themselves beholden to social conservatives. There are only two seats at the table. Even though I am sometimes disappointed with their content, I refuse to give up on games. White kept harping on the fact that GTA3 was the top-selling game in the country, as if it were representative of the industry as a whole. If we went only a few more notches down the charts, we would have found games like Harry Potter, Star Wars, The Sims, Civilization 3, Spiderman, and Rollercoaster Tycoon. M-rated games make only about 9 percent of the gross revenue from the American games industry. The game industry is more diverse than it was a decade ago, the technology and storytelling more sophisticated, the market more far-reaching, but the reformers keep beating the same dead horses. White and her allies describe games as commodities no more valuable and every bit as dangerous as cigarettes. I call games an art, and challenge game designers to live up to their responsibilities as artists and storytellers. Only after the fact does it occur to me that most of the research dollars our program has accepted to look at games and education come from Microsoft, the same company that partially owns MSNBC and cuts Phil Donahue's paycheck. You got to love living in an age of media concentration! By this point, however, I am caught looking like a kid with his hand in the cookie jar, trying to explain to someone who really couldn't care less how contemporary universities get funded. Sometimes it was three against one. At others two against one. Sometimes, Phil even tossed me a lifeline. But at all points, it was me struggling with my own emotional responses. I should have picked a point, preferably a simple one, and hammered it over and over like White did. Instead, I was self-censoring, getting bogged down in the complexities, uncertain what distortion to correct. Most people watching the show probably read me the way the producers wanted -- as a pointy-bearded civil libertarian and a paid corporate apologist trying to talk down to a concerned mom. And then, it's over. As I exit the studio, I hear Donahue grumble to his producer that those GTA3 clips seemed a whole lot more bloody when he was watching them before the show. I wanted to tell them that media does have influence but media is most powerful when it reinforces our existing beliefs and behaviors, least powerful when it seeks to change them. Advertising, for example, is pretty effective at getting us to try a new product but ultimately, if the product turns our teeth a funny color, we are unlikely to buy it again no matter how much marketing gets thrown at it. We typically test media representations against our direct experience and dismiss them when they don't ring true. I wanted to tell them that if you look closely at the personal background of those kids who have been involved in school shootings, you will find a history of real-world aggression and violence. They don't need games to teach them to hate and hurt; they learned that at home or at school. I wanted to tell them about spending an afternoon brainstorming about games with the Royal Shakespeare Company and discovering that they were all GTA3 fans. I wanted to tell them what I learned when I went around the country talking with teens about school violence -- that the adults were focused in the wrong places if what they wanted to do was to stop kids from hurting each other. I wanted to talk about the importance of media literacy education not simply for teens but for their parents. I wanted to tell them lots of things but it was over. I was driving back to Cambridge, my tail between the legs, and all I could think about as we got bogged down in the repair work on I-95 were all of the things I should have said. When I got home in the wee hours of the morning, I found that I had already started to receive hateful e-mails from the "Donahue" dittoheads. "You are obviously not a mother trying to raise teenagers you stupid freaking moron idiot." "I'd like to take that stupid X Box and crack that moron from MIT over the head with it." "By the way, Moron, get a shave." Guess Mom was wrong about the hair. Donahue's Back. Be Thinkful. salon.com - - - - - - - - - - - -
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