Video Games as a Vehicle for Propaganda

Reading Summary

In Delwiche’s chapter, he argues the ways in which video games can shape attitudes and beliefs similar to those in which propaganda does the same. He identifies “four I’s – immersion, intense engagement, identification and interactivity” as the “mechanisms for influencing attitudes.” He first explains that the gamer becomes completely immersed in a different reality similar to the feelings of getting lost in a good book or a movie. This can be partially due to the intense engagement that is required. Because the gamer is in control of their actions and the way in which the game is run they must be focused. Additionally, because they have control over their character, they have the ability to characterize it in such a way the becomes personal and therefore leads to a sense of identification. Lastly, the interactivity is due to the reward/ punishment system of video games. Different actions lead to different results coming full circle and emphasizing the importance of why the four I’ are appropriate when engaged in video games. Due to the four I’s there’s a learning and persuasive factor built into video games but the way in which it is received is solely dependent on the gamer. Delwiche gives examples of other games that lack parts of the four I’s and therefore do not have as great of an influence in persuading the minds of individuals like those of some video games and propaganda.

Outside Example

This reading reminded me of the period in which school shootings and mass shootings in general were continually occurring and being broadcasted. Many articles were written during that time calling out video games as major influencers of encouraging violence and the reoccurrences of those tragedies.

Reading Connection

Like the chapter being fixated on the persuasion of individuals and power to shape their beliefs from video games, this was a heavily covered topic at the time. Video games were said to normalize violence and encourage it because people were so immersed in the culture and how captivating it could be. The chapter mentions that video games have the power to influence in many ways whether good or bad. Specifically, the idea of reward from shooting other opponents and the feeling that follows winning could be blamed for excessive violent behavior and tendencies.

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