Welcome to Tactical Gamer

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 15 of 18
Discussion: Battlefield 2 / Battlefield 2 - Ranked Vanilla - The Art of War: The Aesthetics of Virtual Killing - The Art of War: The Aesthetics of Virtual Killing There is a widespread tendency to
  1. #1


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,596
    Blog Entries
    175

    The Art of War: The Aesthetics of Virtual Killing

    The Art of War: The Aesthetics of Virtual Killing





    There is a widespread tendency to condemn video games as an extension of the militarization of society into leisure time. Yet such accusations overstate the degree to which the game establishes preferred meanings for participants. In this video I use editing techniques to explore the moment of a kill. My intention is to challenge those who equate real-life violence with violence enacted within video games.

    [media]http://www.tacticalsites.com/~e-male/pictures/thekill.flv[/media]

    For a better viewing experience, download and play.
    This will give you a larger 640x480 screen.



    If you cannot view the streaming video (.flv file), download the .wmv version here.




    Theorists over-simplify the meanings embedded within the game when they treat virtual violence and killing as the same as violence committed in the real world. We see such claims about the game's preferred meanings within David Leonard’s article, ‘Unsettling the military entertainment complex: Video games and a pedagogy of peace.’

    Leonard claims that the ‘trigger happiness’ of video game players is a reflection of ‘their happiness with American military efforts.’ Yet this is simply naive and attributes to the gaming community a uniform set of opinions on American foreign policy. This type of statement represents a form of philosophical excess found within critical theory. It fails to account for the diversity of opinions about foreign policy that exists within the gaming community. In a similar manner, Leonard claims that:

    ‘the bloodlessness [within video games] contributes to an increasing acceptance of war’

    ‘Although war may seem harmless on the computer screen, this very harmlessness ironically elicits consent for U.S. foreign policy.’

    ‘We are teaching children to associate pleasure with human death and suffering. We are rewarding them for killing people. And we are teaching them to like it.’

    ‘[video] games teach … citizens to support murder without remorse.’




    While I do not intend to dismiss such connections altogether, it is quite clear that theorists are often interpreting the players' experiences from too great a distance.

    The Art of War is a two-minute video that captures action during my own participation in a modified version of the Battlefield 2 online game. In it you see the action from my point of view (first person point of view) as I ‘kill’ an enemy player, ‘blood’ spills from his head, and he falls to his ‘death’. The purpose of the video is to provide an example of how video games can be appropriated and remade into a form of art. This brief instance of online video ethnography is intended to challenge the naive conception that video games are in some way inherently aligned with the celebration of war, imperialism, violence, and murder.

    At what point can it be said that the video game has compelled me to consent to U.S. foreign policy, to associate pleasure with death and suffering, or to support murder without remorse? A simple exercise in auto-ethnography suggests that Leonard’s rather hysterical claims positioned the theorist over the subject in an entirely problematic fashion. We have been here before. We too often played the expert who tells the subjects what the ‘real’ meanings of their actions are. The culture of online video games is far too contradictory to fit into Leonard’s military-industrial box.




    Last edited by E-Male; 03-18-2007 at 12:45 AM.

  2.  
  3. #2

    Atomic Dog's Avatar

    Join Date
    Mar 2005
    Location
    City of Angels
    Age
    34
    Posts
    4,166

    Re: The Art of War: The Aesthetics of Virtual Killing

    Might just be me, but the video doesn't play.

  4.  
  5. #3

    Trooper's Avatar

    Join Date
    Jun 2005
    Location
    Ohio
    Age
    29
    Posts
    9,329

    Re: The Art of War: The Aesthetics of Virtual Killing

    Quote Originally Posted by Atomic Dog View Post
    Might just be me, but the video doesn't play.
    same here



    I think the one thing never touched on by video game critics is the parents of those children who do violent acts and then blame it on the video games. They always blame the developer and his sick twisted mind for putting that kind of game out. Never once is the parent to blame for their child, that is under age, who is playing GTA and then goes out and kills someone with a gun or car.

    If a parent was blamed once for the childs action more and more parents would actually sit down and care to see what their kid is playing. I can speak from experience, playing CC95 as a kid i began to swear at the screen when i couldnt beat a mission, so i got that game taken away. That lesson right there taught me its just a game and there is no reason to get mad at a game.

    Simple lessons of relality and games would go along way to cleaning up the gaming industry and the kids who play the games. I for one think parents look at the game console as an easy baby sitting tool, something they can get and the child is queit so who cares what they play. If parents actually just sat down and watched how their child acted during a round of some fighting games, then talk to them explaining to them the difference, less violent kids would be created. And less parents would ask the question " why my kid"
    that sounds like a good idea trooper.
    -Vulcan

  6.  

     
  7. #4


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,596
    Blog Entries
    175

    Re: The Art of War: The Aesthetics of Virtual Killing

    Quote Originally Posted by Atomic Dog View Post
    Might just be me, but the video doesn't play.
    Will post some versions asap, such as .avi amd .wmv files.

  8.  
  9. #5

    WhiskeySix's Avatar

    Join Date
    Oct 2005
    Posts
    13,483
    Blog Entries
    1

    Re: The Art of War: The Aesthetics of Virtual Killing

    wow... that's... beautiful? nice job

    |TG-12th|WhiskeySix

  10.  
  11. #6

    Atomic Dog's Avatar

    Join Date
    Mar 2005
    Location
    City of Angels
    Age
    34
    Posts
    4,166

    Re: The Art of War: The Aesthetics of Virtual Killing

    It's playing now. Fun vid...very dramatic.

    I completely agree with the statement at the end. I'd go so far as to say that all philosophies of war are applicable to successful every day living. In so much that all of life is a series of choices that will either set you up for victory or defeat. For most it only becomes clear how we reached that point after the battle ends and the smoke settles. But for the Warrior who seeks to master his art the goal transcends victory and defeat. The goal becomes that of understanding every battles place and purpose within the larger war that is fought. Every drill, excercise, war game and conflict becomes a meditation and a tool to further his understanding of life and even his own soul. The Warrior who masters his art is not just a master over the battlefield, but over his relationships, his emotions, his fears, his pleasures, etc et al. In short, he becomes a master over all things.

    In non-philosphical rambling terms, games teach us about choices. How to think ahead. How to read an opponent. How to make sacrifices and admit defeat. How to be successful. How to improve upon yourself. They equip us with the neccessary tools to be competitive in a society where competition can be brutal if you want to be successful.

    Historically, war and conflict had been just another cold reality of life. But for most of modern civilization these days, war is just something you happen to catch on T.V. unless you're serving in the military and have actually been to war. As an American I know nothing of what it's like to be invaded or conquered. For this reason war has almost become entertainment. What I really feel is missing in the way we bring up our children is the chilling reality of war. Children aren't taught much about the subject. They're not taught that wars and bloodshed are how we rose out of the obscurity of history to where we are now. Instead they're sheltered from violence. Told that war is bad (and I admit I find most wars that have been fought in my lifetime to be without merit) and that video games corrupt. Yet at the same time bombarded with images from every angle the media can access. The problem isn't violence, the problem is that there is no respect for violence. And by respect I mean by the way we respect lions. They're beautiful and awesome to look at from a distance, but I respect them enough to not walk up to one and start petting it's mane. If children were brought up with an understanding of the purpose violence and war can often times play I think we'd see a lot less ignorance on the subject. And maybe in a generation or two parents would see the importance of video games just as they used to see the importance of cowboys-and-indians or hide-and-seek in their own childhood days.

    If you read all that, good job. If any of that made sense then I'm amazed!

  12.  

     
  13. #7


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,596
    Blog Entries
    175

    Re: The Art of War: The Aesthetics of Virtual Killing

    Admins -- please move this thread to the Battlefield 'general forum': http://www.tacticalgamer.com/battlef...al-discussion/ . I posted here in this forum by mistake. There are related threads in the other forum, and this is more specific to BF2, thus my request.

    Thank you,

  14.  
  15. #8

    CingularDuality's Avatar

    Join Date
    May 2003
    Location
    Dallas/Ft. Worth area of Texas, USA
    Age
    37
    Posts
    18,761

    Re: The Art of War: The Aesthetics of Virtual Killing

    Thread copied from General Forum. I'm going to move that one to the Sandbox, however, as that's where this type of discussion belongs.

  16.  
  17. #9

    Exploding_Silver's Avatar

    Join Date
    Dec 2005
    Location
    Euroland
    Posts
    7,251
    Blog Entries
    1

    Re: The Art of War: The Aesthetics of Virtual Killing

    This video really made me grin, I loved it !

  18.  

     
  19. #10

    BigGaayAl's Avatar

    Join Date
    Jul 2005
    Location
    gent, belgium
    Posts
    2,684
    Blog Entries
    2

    Re: The Art of War: The Aesthetics of Virtual Killing

    Interesting argumentation.

    I might add that I see no difference in the joy a little child experiences when "killing" in its vivid imagination its toy soldiers made of plastic. There is no blood, no screams, but psychologically it is not one bit different. Imagination is much more convincing then any video game.

    We are all to quick to dehumanise children and young people in these times. Entirely to easily do we decide that a 6-year old or even a 16-year old is unable to deal with facts of life as responsibly as most adults can. We quickly infer that children must be shielded then from the coldness reality sometimes entails.

    All this, while children suffer just as much from reality's as we do. Is the pain you feel from losing your puppy love any less then that of losing a spouse?
    Is the pain of losing a dear friend greater then that of losing your teddy bear because you forgot it in the bus on a school trip?
    How about leaving your mother on the first day of school?

    What strikes me is that the people advocating that videogames make people more violent are generally not really pacifists them selves...
    Any one know whether Jack Thompson was for or against any wars?
    What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg

    "Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
    "Nationalism is an infantile disease. It is the measles of mankind."
    (Einstein, both)

    ***I will be in India 14 dec till end of januari***

  20.  
  21. #11


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,596
    Blog Entries
    175

    Re: The Art of War: The Aesthetics of Virtual Killing

    More from the rough draft of the article I am working on...

    Leonard’s analysis argues that video games contain preferred meanings that support ‘American hegemony, the militarization of everyday life, and the all-pervasive rhetoric of warfare.' Here we see a one-to-one relationship between text and the current neoconservative experiment underway in America. Thus, in this one-to-one direct relationship between text and dominant ideology, the ‘trigger happiness’ of video game players is a reflection of ‘their happiness with American military efforts.’ Yet this conclusion naively positions the gaming community as holding a uniform set of opinions on American foreign policy. But do the preferred meanings of videos games truly generate an increasing acceptance of war, consent for U.S. foreign policy, and support for ‘murder without remorse’ among the millions who participate in online gaming?

    Leonard is attributing substantial power and overwhelmingly negative effects to this media form when he asserts that video games have clearly defined meanings that overwhelm the participant’s critical capacities. His claim that the video game somehow ‘regulates’ its own meanings lacks any recognition of the contradictory nature of media texts such as video games. One is left wondering exactly whose preferred meanings are being identified here – that of the text (video games), or the left-wing textual interpreter.

    Philosophical Excess Versus Ethnographic Insight

    It easy to make claims about how a distant audience is overwhelmed by supposed preferred meanings embedded within nefarious video games. Yet what happens when the audience itself is told of their subordinate position to the military industrial pedagogy of video games? Where the analysis of audiences was once done at a distance and produced within the isolated texts of academia, it is now possible to bring our texts back to the audience for immediate and interactive interrogation by the Internet audience. To demonstrate this process, as well as the overstated character of Leonard’s analysis, I posted (published) his conclusions to a community of online video gamers know as Tactical Gamers. My post, made under the name of my own online character, E-Male, and the community’s response can be found at tacticalgamer.com.

    When confronted with Leonard’s conclusions, online gamers who actively participate in many warfare-style games clearly reject the distant scholar’s interpretation of their own experience. Thus one gamer named Backlash-7 wrote, ‘Only a jackass would believe this ... really. I’m in the military and believe me my HALO and BF2 trigger happiness in no way makes me happy with our military efforts’ (HALO and BF2 are popular video games in the war genre). Likewise, Beatnik, another gamer, replied ‘Just because the games “simulate” war doesn’t mean that we confuse military games, which I see as being more glamorized versions of paintball that I used to play than actual military conflict, with blind acceptance of the waging of war.’ The theorist collapses the virtual and the real into one seemless moment of hegmony wherein the gamers are said to ‘consent’ to the neoconservative agenda of Bush’s foreign policy. Yet the gamers themselves are clearly capable of maintaining their critical capacities, and many do indeed reject the current war on terror and find real-life violence odious.

    It would be a mistake to assume that video games that immerse the individual into a story of war and conquest somehow compel the player to respond with acceptance, consent, and support for the hegemonic beliefs of a highly militarized social order. This type of interpretation is reminisent of the very early days of media studies, which saw members of the Frankfurt School reject all mass entertainment as irressitable forms of false consciousness. It also brings to mind the moral hysteria that was directed towards comic books in the first half of the 1900s.

    Such analysis as Leonard’s represents a form of philosophical excess often found within critical theory. It fails to test confident claims about the audience mindlessly consenting to the ideals of imperialism against the gaming community’s own diversity of opinions. While I do not intend to dismiss such connections or deny the hegemonic character of empire’s belief system, it is quite clear that theorists are often interpreting the gamer's experience from too great a distance. What is left out is an adequate interrogation of the gamer’s own experience, as well as an adequate experience of their experience.

  22.  
  23. #12


    Grunt 70's Avatar

    Join Date
    Sep 2005
    Location
    Attleboro, MA
    Age
    46
    Posts
    3,668

    Re: The Art of War: The Aesthetics of Virtual Killing

    Quote Originally Posted by E-Male View Post
    Such analysis as Leonard’s represents a form of philosophical excess often found within critical theory. It fails to test confident claims about the audience mindlessly consenting to the ideals of imperialism against the gaming community’s own diversity of opinions. While I do not intend to dismiss such connections or deny the hegemonic character of empire’s belief system, it is quite clear that theorists are often interpreting the gamer's experience from too great a distance. What is left out is an adequate interrogation of the gamer’s own experience, as well as an adequate experience of their experience.
    Wonderful Conclusion...especially the last two sentences.
    |TG-1st|Grunt

  24.  

     
  25. #13


    johnflenaly's Avatar

    Join Date
    Nov 2006
    Location
    Dallas
    Age
    25
    Posts
    1,658

    Re: The Art of War: The Aesthetics of Virtual Killing

    Quote Originally Posted by E-Male View Post
    More from the rough draft of the article I am working on...

    Leonard’s analysis argues that video games contain preferred meanings that support ‘American hegemony, the militarization of everyday life, and the all-pervasive rhetoric of warfare.' Here we see a one-to-one relationship between text and the current neoconservative experiment underway in America. Thus, in this one-to-one direct relationship between text and dominant ideology, the ‘trigger happiness’ of video game players is a reflection of ‘their happiness with American military efforts.’ Yet this conclusion naively positions the gaming community as holding a uniform set of opinions on American foreign policy. But do the preferred meanings of videos games truly generate an increasing acceptance of war, consent for U.S. foreign policy, and support for ‘murder without remorse’ among the millions who participate in online gaming?

    Leonard is attributing substantial power and overwhelmingly negative effects to this media form when he asserts that video games have clearly defined meanings that overwhelm the participant’s critical capacities. His claim that the video game somehow ‘regulates’ its own meanings lacks any recognition of the contradictory nature of media texts such as video games. One is left wondering exactly whose preferred meanings are being identified here – that of the text (video games), or the left-wing textual interpreter.

    Philosophical Excess Versus Ethnographic Insight

    It easy to make claims about how a distant audience is overwhelmed by supposed preferred meanings embedded within nefarious video games. Yet what happens when the audience itself is told of their subordinate position to the military industrial pedagogy of video games? Where the analysis of audiences was once done at a distance and produced within the isolated texts of academia, it is now possible to bring our texts back to the audience for immediate and interactive interrogation by the Internet audience. To demonstrate this process, as well as the overstated character of Leonard’s analysis, I posted (published) his conclusions to a community of online video gamers know as Tactical Gamers. My post, made under the name of my own online character, E-Male, and the community’s response can be found at tacticalgamer.com.

    When confronted with Leonard’s conclusions, online gamers who actively participate in many warfare-style games clearly reject the distant scholar’s interpretation of their own experience. Thus one gamer named Backlash-7 wrote, ‘Only a jackass would believe this ... really. I’m in the military and believe me my HALO and BF2 trigger happiness in no way makes me happy with our military efforts’ (HALO and BF2 are popular video games in the war genre). Likewise, Beatnik, another gamer, replied ‘Just because the games “simulate” war doesn’t mean that we confuse military games, which I see as being more glamorized versions of paintball that I used to play than actual military conflict, with blind acceptance of the waging of war.’ The theorist collapses the virtual and the real into one seemless moment of hegmony wherein the gamers are said to ‘consent’ to the neoconservative agenda of Bush’s foreign policy. Yet the gamers themselves are clearly capable of maintaining their critical capacities, and many do indeed reject the current war on terror and find real-life violence odious.

    It would be a mistake to assume that video games that immerse the individual into a story of war and conquest somehow compel the player to respond with acceptance, consent, and support for the hegemonic beliefs of a highly militarized social order. This type of interpretation is reminisent of the very early days of media studies, which saw members of the Frankfurt School reject all mass entertainment as irressitable forms of false consciousness. It also brings to mind the moral hysteria that was directed towards comic books in the first half of the 1900s.

    Such analysis as Leonard’s represents a form of philosophical excess often found within critical theory. It fails to test confident claims about the audience mindlessly consenting to the ideals of imperialism against the gaming community’s own diversity of opinions. While I do not intend to dismiss such connections or deny the hegemonic character of empire’s belief system, it is quite clear that theorists are often interpreting the gamer's experience from too great a distance. What is left out is an adequate interrogation of the gamer’s own experience, as well as an adequate experience of their experience.
    So this is whats always distracting you in game. lol

    On a more personal note I'm gonna agree with you without proper experience of not only the game envirment but actuall conflict this guys arguments hold no merit as far as I'm concerned. Can I get a link to this guy to get more background on him, as it stands he sounds like one of those criminal libral media types.

  26.  
  27. #14

    stickyjeans69's Avatar

    Join Date
    Mar 2007
    Location
    Conifer, Colorado
    Posts
    883

    Re: The Art of War: The Aesthetics of Virtual Killing

    lol nice video, ryan's my name virtual killing would be my game

  28.  
  29. #15


    E-Male's Avatar

    Join Date
    Dec 2005
    Location
    Ottawa
    Age
    49
    Posts
    2,596
    Blog Entries
    175

    Re: The Art of War: The Aesthetics of Virtual Killing

    Any comments on the following excerpt?

    There is certainly many studies on violent video game research which conclude that there is a high degree of correspondence between virtual acts of violence and real-world violence. Nonetheless, my own ethnographic study of the Tactical Gamer community has led me to question the validity of any substantial correlation between violent video games and degenerative psychological effects. Both the acts and emotional states I observed among players of Battlefield 2 may be more comparable to that of an enthusiastic chess player removing an opponents pawn from the chess board. From the outside, a violent video game such as Battlefield 2 looks like an extreme form of aggression. Yet a careful study of the Tactical Gamer community delivers a different story.

    The Tactical Gamer community is populated by friends that have established consensual rules and mechanisms for dispute resolution. This is a community that has successfully created a virtual environment for learning teamwork, managing groups, solving problems, and resolving interpersonal disputes. This community functions as a sophisticated training environment in which individuals learn to play by community norms, debate and adapt those norms, and work in teams to accomplish complex tasks. While players with a fast reflexes are respected for their high kill scores, individuals who are good team players and those with good leadership skills are also highly sought after as team mates.

    It is significant that this community of mature gamers (with an average age of approximately 30) rejects many of the conclusions found within research that paints violent video games as inherently anti-social and psycholgically degenerative. Their own experience of playing one of the most advanced warfare simulation games gives them many reasons for rejecting overstated generalizations made by researchers who often lack an intimate knowledge of the gamer’s own experience.

    PS: thanks for the edits, Grunt.

    The article will appear in the journal Intern if accepted. http://www.utp.br/interin/home.htm
    Last edited by E-Male; 03-26-2007 at 11:17 PM.

  30.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top