Summary: The article begins with giving two examples of video games designed to recruit people, Special Forces for the Shia group and America’s Army for the US Army, as a form of “educational entertainment”. It then presents the idea that interactive games can be dangerously persuasive. Next it gives us an overview of what propaganda is and what is included in it. It tells us that it is different from ideologies in its persuasiveness and introduces the question of whether or not these video games classify as propaganda. It then talks about the characteristics linked to attitude change. Immersion is being fully occupied in this separate reality, with this transportation to another world where only the video game exists. Intense engagement gets the gamer in a flow state where they are motivated and engaged. Identification allows the gamer to be present biologically and psychologically with the character, much like film does. Interactivity shows the judgment-behavior-feedback loop. The example of Kuma War shows how it could be viewed as propaganda but how it fails to have these characteristics. It then gives several other video examples where this idea can be seen. The article concludes with the idea that game researchers should acknowledge the political and moral effects more.
Outside Example: When reading this article, it made me think of the Bandersnatch episode of Black Mirror. This was an interactive episode where the viewer made choices for the character and got to watch how it played out. I remember being completely invested in it while watching to the point where I realized I’d spent an hour and a half doing it.
Reading Connection: On page 95 it talks about immersion and how it gives the gamer a “sensation of being surrounded by a completely other reality”. Bandersnatch definitely accomplishes this by hooking the viewer into the drama occurring. On page 96 it says that a flow state is achieved with focused concentration, time distortion, etc. I felt this flow state when watching and didn’t even realize it, only acknowledging it an hour and half later after finishing it. On page 97 and 99 it talks about identification and interactivity. This is where Bandersnatch really excels. It makes you identify with the character because you put yourself in his shoes when making decisions and it is interactive in the way that your choice makes a direct effect on the narrative.
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