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:lectures:
Listed below are presentations
I
have previously delivered for college, high school and community
audiences. Other topics regarding media are possible. If you are
interested in scheduling a lecture, please email
me.
Play
Like a Man: Masculinity in Video Games
Although video games are enjoyed equally by men
and
women, boys and girls, the vast majority of action genre titles are
played by male gamers. These games, which utilize the cutting edge of
computer technology, send very particularly messages about what it
means to be a man. Significantly, the overwhelming lesson about
masculinity is that violence is the preferred means for accomplishing
goals, resolving conflict and even for creating and maintaining
interpersonal relationship with women. This presentation explores the
gendered nature of video game violence and critiques the meaning of
masculinity presented to young male players. Media literacy strategies
are presented as important methods for intervention and policy-making.
Click the lecture title to see presentation slides.
Beyond
Ms. Pac-Man: Images of Women in Video Games
This presentation is a critique of the
representations
of female characters from contemporary video games, which focuses on
three common features of women in video games: 1) body size and
proportions; 2) roles assigned to female characters, including their
relationship to male characters; and 3) the hyper-sexualization of
women in video games. The presentation begins with a brief historical
overview of the changing role of female game characters from damsels in
distress to ass-kicking, modern-day warriors. In contrast to the
helpless victim of the 80s and mid-90s, contemporary video games have
introduced the strong female figure (ie. Lara Croft) who can defend
herself against enemies. Like her male counterparts, she inflicts
justified violence without punishment. She is often highly intelligent
self-sufficient and self-confident. However, the trade-off for the
strong female game character is the depiction of her as a
hyper-sexualized woman, ultimately present for the playing pleasure of
a largely male audience. Click the lecture title to see presentation
slides.
Video
Game Violence: It's Not What You Think
There is no research that conclusively links video
game
violence to real life violence. In fact, over forty years of research
on media violence and audience aggression that attempts to find a direct
correlation between exposure and behavior has produced contradictory
findings. In order to address the issue of violence in video games and
its influence on players, we need to investigate video games as
cultural artifacts, not as behavior triggers. Examined as artifacts, we
can see how video games (and the industry within which video games are
produced and distributed) depict a certain kind of violence: Violence
in the video game world is almost always justified; players are
rewarded for escalating their violent behavior; vigilante-style justice
is favored over due-process; the player often serves as judge, jury and
hangman; white characters typically represent heroes and thus
perpetrate justified violence, while nonwhite characters more often
represent villains and are punished by the hero for their violent
behavior; the majority of female characters in video games are victims
of violence, and are often sexually violated by both villains and
heroes. By taking a closer look at how violence is represented in video
games, we can learn much more about its influence on how audiences
think about aggression, conflict resolution, gender and race relations,
and moral responsibility.
Virtual
Warfare: Video Games and the New Militarism
Like the early days of the Internet, the history
of
video games also begins with the Pentagon. The first computer game, Space
War, was created in 1962 by electrical engineering graduate
students at MIT who were working with a government-funded PDP-1
computer. This presentation is an historical and contemporary analysis
of the relationship between the video game industry and the military.
In particular, I focus on war and military-themed video games, which
represent a large portion of games sold in the US, and argue that
today's video games are the Why We Fight films of
this generation. One purpose that these games serve (as war games
throughout history have served) is to teach society, particular young
people, about the ideology of war. By paying hyper-attention to the
details of warfare technology and tactical strategy, military-themed
games show players how we fight wars, but rarely address questions of
the moral responsibility and local and global consequences of military
action.
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