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Video Games: The Aged Americans’ Jihad

Here’s another piece I had to write for a class, but this time it’s a bona fide paper:  5 pages, formal voice… with sources!

Enjoy.

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In Barbara Whitehead’s essay, “Parents Need Help: Restricting Access to Video Games”, she bastardizes the basic concept of a video game and, consequently, argues quite vehemently against an individual’s freedom to purchase the games they wish if they are under an arbitrarily mandated age limit, such as 18 years old (Whitehead 108).  She may very well have significant power of influence, in this situation, over a large group of people:  the old, the digitally disconnected, and the unintelligent.  However, to any outside observer with a working knowledge of both the current state of modern media and the video game entertainment industry, her conclusions, and proposals, will seem extremely ludicrous.  She’s not alone in her opinions, nor is she the first: this is the common war cry of an old, tired, and increasingly embarrassing generation.

Whitehead’s central tenet is that video games promote “fantasy rape, beheadings, and mass murder” (108), and should subsequently be government regulated, much like alcohol, cigarettes, or certain substances.  Using quotes from an obscure Governor, along with brief descriptions of only the most violent video games to ever exist, she proceeds to argue that parents cannot “parent” on their own in a modern society.  Operating from a belief that parents should have ultimate control over every activity their children participate in, Whitehead states that the videogame industry’s overall attitude of parent-based regulation is not sufficient, unless “it were still 1995″ (109), where she believes the parental load was considerably lighter, thanks to a non-digital age.  Additionally, the fact that the industry created a self-regulating board, the ESRB, to label games in age-appropriate categories is also insufficient, because “it isn’t enforced” (109).  Somewhat significantly, Whitehead seems to have a deep and underlying problem with capitalism in general, citing the videogame industry (along with others) as

“a multibillion-dollar industry that spends all its time and money devising ever more ingenious ways to market to kids over the heads of their parents and to deliberately undermine the ability of parents to regulate what their children are seeing.” (109)

As an argument, Whitehead falls short of providing a compelling case against videogames, using quotes from an obscure semi-figurehead as her entire source arsenal to defend her own personal beliefs and outlandish claims.  Her structure is typical of the targeted essay found in niche publications: short, fevered, and wildly supportive of it’s point without any bipartisan insight.  This is not surprising, however, as this essay was originally published in Commonweal, “a review of religion, politics, and culture” (Commonweal) read, and written, largely by Catholics.  The language itself is simplistic and at a low reading level, which again is a play by Whitehead to her audience.

While the argument may have proper literary structure and a glossy coat of legibility, the effectiveness of her authorship is largely indicative of failure.  In fact, changing the category of this essay from “argument” to “informative” or “cannon fodder” would not be a far stretch:  Whitehead does not state, or even argue, against anything that her readers in Commonweal would disagree with.  When an author caters to their targeted audience, this is typically classified as “pandering”, not “arguing”.  However, to the unobservant or casual reader from another source, this so-called argument may sound logical and sound if the true facts are not inherent to the reader and the essay is taken at face value.

Fortunately, Whitehead’s blatant failures are not obscured by clouds of religion, fervent beliefs, or audience pandering to all.  The essay is riddled with large holes of both logic and rationality, but there are two more overbearing than the rest: videogames’ “advocacy” of violence and other cultural problem points; and the “failure” of the ERSB and the private sector to regulate the industry (Whitehead 109).

Throughout history immemorial, any school of thought, technological advance, or progress otherwise has been consistently viewed with fear, disdain, and war mongering by many of the larger and culturally-ingrained organizations (Barker), the two most common being the Catholic Church (Robinson) and the generation outbound from this world.  Not surprisingly, Whitehead straddles both categorizations comfortably, and does not perceive either of them to be debilitating to her sense of reason or logic.  The attack on videogames has consistently used the violence as a key argumentative point, citing the thin correlations between videogame players and modern violence.  While the majority of studies, such as PBS’ “Reality Bites: Eight Myths About Video Games Debunked”, have quantitatively proven that those individuals predisposed to violence are drawn to videogames, and not vice versa (D. Jenkins), Whitehead proceeds to take this extremely conservative concept to another level:  if video games involve violence, they must logically be supporting it as well.

A statement with such a logic structure is laughable in most situations, but, for some reason, seems to be largely accepted as reasonable in the argument againstvideogames .  Applying the same parameters to other industries, one finds a few interesting examples of insanity:  the snow sports industry must be a fervent supporter of death and injury, since they provide the means to those ends;internet service providers are guaranteed to be in large support of digital piracy and theft, since they provide the unfettered connections to those sources; and the auto industry is widely known to be supportive of high speed chases and police evasion, since the cars they make are capable of achieving just that.  This type of logic quickly falls to pieces under any sort of intelligent scrutiny.

Blaming the product for the actions of its users is a dangerous road, but not quite as dangerous as calling out both democracy and capitalism at large as the focal point of failure for what is, apparently to some, a modern plight of hedonism, violence, and amorality.  The American Federal Government is responsible for it’s people, yes, but not for the regulation of everyday activities that are, for all intents and purposes, trivial.  In the case of dangerous substance regulation, federal involvement is warranted, and accepted as necessary by the majority of the populace.  However, media is a benign form of entertainment, one that does not require a decree of what we are worthy to absorb as humans, especially when the media in question is associated with children.  This is the role of a special class of humanity, known as “parents.”

Regardless of whether it was truly necessary or not, the videogame industry decided to self-regulate, to a certain extent, and created the Entertainment Software Rating Board (ESRB).  The goal of this joint-exercise operation is not to control the actual sale of their products, but rather to inform parents or retailers of the nature of the materials themselves.  According to its mandate, the ESRB

“assigns computer and video game content ratings, enforces industry-adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive entertainment software industry.” (ESRB)

When the ESRB is viewed as a ratings system, much like the Motion Picture Association of America (MPAA), their success is quite obvious: every modern videogame requires a rating to be sold to the public.  However, it falls to the retailers themselves as to whether the rating’s age-appropriate parameters are enforced, or the parents’ judgement.  Certain retailers do vigorously prohibit the sale of video games to minors who are not of the suggested minimum age, and sometimes even with a consenting adult present (H. Jenkins).

The nature of democracy and capitalism can easily be seen in the videogame industry, as there was a public desire, and a vibrant market has grown to accommodate it, all without unnecessary regulation.  To suggest that such an entertainment market requires governmental oversight is to question the fundamentals of democracy:  at what point does federal regulation in a democracy become federal mandates of an entirely different type of government?  As evidenced by the current market crisis, largely influenced by crushing bank failure, the private sector does not always act in its own best interests.  However, the difference between a market capable of plunging an entire country into a recession and an entertainment market that caters to a younger audience are staggering.

In presenting an argument for, or against, regulations in the videogame entertainment industry, both sides need be considered, with realistic and unbiased support and evidence.  Barbara Dafoe Whitehead may have failed miserably at achieving an argument worthy of praise and admiration, but she unintentionally raises an important cause for concern:  will the fears and war mongering of the ever-deteriorating older generations, along with the extreme conservatives, be the undoing of a Democratic America?  In waging their Aged Americans’ Jihad, will they inadvertently cause a chaotic chain of events that lead to a regulated, religious, and strictly controlled government state?

Perhaps.  But that’s exactly why the majority of Americans have very little control over their government.  To avoid an Apocalypse of Stupidity.


Works Cited

Barker, Phil. “Fear.” Beyond Intractability . Beyond Intractability. July 2003. 30 Sept. 2008 <http://www.beyondintractability.org/‌essay/‌fear/>.

Commonweal.  Commonweal. 30 Sept. 2008 <http://www.commonwealmagazine.org/>.

ESRB. 2008. Entertainment Software and Ratings Board.  30 Sept. 2008 <http://www.esrb.org/>.

Jenkins, David. “Survey: 46% of Stores Selling M-Rated Games To Minors.” Weblog post. Game Career Guide. 22 Nov. 2007.  30 Sept. 2008 <http://www.gamecareerguide.com/‌industry_news/‌16343/‌survey_46_of_stores_selling_.php>.

Jenkins, Henry. “Reality Bits: Eight Myths About Video Games Debunked.” PBS. PBS. 2008. 30 Sept. 2008 <http://www.pbs.org/‌kcts/‌videogamerevolution/‌impact/‌myths.html>.

Robinson, B.A. “Current and historical teachings of the Roman Catholic Church about other faith groups.” ReligiousTolerance.org 16 July 2007. 30 Sept. 2008 <http://www.religioustolerance.org/‌rcc_othe1.htm>.

Whitehead, Barbara Dafoe. “Parents Need Help: Restricting Access to Video Games.” Commonweal 28 Jan. 2005. Rpt. in Elements of Argument: a Text and Reader. Ed. Annette T. Rottenberg and Donna Haisty Winchell. Ninth ed. Boston: Clemson University, 2009. 108-109.

Thought of the Day- Tomato!

[source - warning:  occasionally NSFW]

Another Open Letter to R/WW

Something I just fired off to the powers-that-be at ReadWriteWeb:

Dear Read/WriteWeb,

I was poking around, and I came across Tim O’Reilly’s response to the R/WW post about Google being “spread too thin”, and in one of the first comments beneath it, he states that the latest batch of writers aren’t up to par.

I’ve been a fan of R/WW for awhile, and have voiced my opinions about you guys going the echo-chamber direction, and I applaud you for avoiding that disaster over the last few months, remaking yourself into something else entirely.

But what, exactly, is the direction you’re going?

You continue to cover startups that have little to no value (to anyone)… mashups of mashups, aggregators of aggregators, etc.  And then you have posts like the “Web 2.0 Grizzled Entreprenuers” (or whatever it’s called) that make absolutely no sense… you can’t be in the Web 2.0 world and be anything but happy with sunshine breath, and “riding the economy” is really not important, or even relevant, to these same people.  The only thing that matters is where their money comes from, and most of them have enough to go for at least a year, thanks to the investors I’ve previously ridden so harshly for their pack-mentality.

Web 2.0 is dying, and it seems that only a few people are seeing it.  Not that it was ever truly “alive”, but the recent economic events have made some realize the insanity of what was/is going on.  And this means that your content will change.  Again.

So, my suggestion to you is twofold:

  • Reign in your writers. Just because they have access to a high profile blog doesn’t mean they should go writing whatever comes to mind.  Even I don’t do that, and I barely have an audience.  The image and brand of RW/W is going to be upheld or destroyed on an individual post basis, and, as O’Reilly proved, one false step in the wrong direction can make a bigger impact than having many great posts.
  • Focus on important things. At this point, I’m not sure anyone cares (least of all me) about “MuxTape dying, but it’s going to be revived, and, oh, by the way here’s a few writeups about other places that are “the MuxTape for YouTube!”.”  Focus on the people who are actually doing difficult things.  Things that matter.  Ted Dziuba may be nasty and sarcastic, but he has the right idea.  Not to mention actually doing something interesting and, God forbid, programmatically difficult.

This is important to you, now more than ever.  Not only because of the changing tides, but also because you have an audience larger than before.

Who does not know how great you used to be.

Disclosure:  I’ll be publicly posting this on my blog.  A reader manifesto is still a manifesto.

Thought of the Day- Bad Bike

[source - warning:  occasionally NSFW]

A Speech Aide

I have to give a “How-To” speech for a class, and have decided to do one on surviving your first metal show.  The catch is that I have to use a “visual aide”, and so I’ve put together a funny little presentation that I’ll use in the background.

But I don’t have to do this until Wednesday, and have it finished… so why not do some peer review?

Let me know what you think.  Keep in mind this is a funny speech that isn’t being too serious.  But also is.

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Note: Wordpress wouldn’t let me embed the Google Presentation iFrame, so that’s why it’s a link to the Flash displayer.  Sorry.

Ruminations on Project Completion

Here’s a short piece I had to write for a class, answering the question:

What do you believe is important for successfully completing a project, the formal management structure or culture of the parent organization?  Why?

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Completing any non-trivial project is a difficult task, and so-called “experts” are typically divided into two beliefs on the most important aspect of the project:  formal management structure and the culture of the parent organization.  However, I believe that a mix of both a formal management structure and the overall organization’s culture are important, neither one eclipsing the other.

Companies such as Google thrived for years with an loosely formed corporate hierarchy, and a culture of freedom, fun, and brilliance.  Recently, Google has found that such a structure does not facilitate a high level of productivity and innovation, and has begun to formalize itself into a more rigid version of itself.  On the opposite side of the corporate structure rainbow is strictly hierarchical management, found at such companies as Microsoft.  However, Microsoft is no more successful at pinning down innovation and productivity to a corporate structure, as they are well known for lazy employees and product delays of epic length.

Given these two radical examples, I can only conclude that a mix of the two would be the ideal goal:  an organization with a formal hierarchy that also respects the employees’ freedom and individuality, but only until said freedoms encroach on the overall productivity and innovation.  Whether or not this is ultimately achievable is up for debate; however, many modern companies aspire to reach such a “happy medium” and have been at least moderately successful, both financially and culturally.

Ch-Ch-Ch-Changes

I’m slowly morphing this site from “just some random blog” into something much larger, more organized, and just overall better.

The first step visible to the outside world just occured.  I have segregated my different “personas” on this blog into different feeds.

There are now three ways to follow this blog:

This way, if you don’t find my “Thought of the Day” series entertaining or amusing, you can follow only my “real” posts, which usually have substantial content behind them.  Or vice versa.

This change has also been affected in the sidebar menu, and the meta-data of the page itself.

More to come at some point, hopefully soon…

Thought of the Day- Grizzly Bear?

[source - warning:  occasionally NSFW]

Star Wars Randomness

I just came across one of the funniest Star Wars things of all time…

Remember the “Imperial March”?  It’s Darth Vader’s theme song of sorts.

Now imagine these lyrics overtop of the first few bars:

“I’m Darth Vader, and I’m really really baddddddddddddddd

I’ve got a shiny helmet, and I’m Luke Skywalker’s daddddddddddddddddd!”

hahaha!  Awesome, right?

Thought of the Day- Chasing Motorcycle

[source - warning:  occasionally NSFW]

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