Summary:
Special Force is a video game, designed by a militant Shia group that is widely known as a terrorist organization. It is a first person shooter game that simulates an Israeli invasion of Lebanon, created in hopes of getting new recruits. Americas army is a video game that hopes to demonstrates life in the U.S. military, looking to enlist young Americans. These games could technically be classified as political propaganda, but the creators call it “educational entertainment.” Propaganda can be defined as a deliberate attempt to shape ideas and persuade people conduct a certain behavior that furthers the goal of the propagandist. Propaganda is generally meant to reach more than just one person and is usually created by an organized group. Some relate propaganda to being deceitful, however, much propaganda is used to disseminate helpful behavior, like not to drink and drive. Propaganda is an alternative to dictatorships and totalitarian regimes to help foster certain behaviors. Video games could be seen as both propaganda and education, because education inadvertently shapes opinion and cognitions.
Researchers highlight four common characteristics of video games that are independently linked to attitude change: immersive, intensely engaging, identification, and interactive. Video games demand attention because they create the feeling of being surrounded by a completely different reality. Users are immersed in another world were they can experience, sight, touch, sounds, and the perception of bodily movement. Users are intensely engaged in video games, often losing sense of time and characterized by extreme focus. This state of being allows for better reception of information, because video game users are not passive recipients, but are actively taking in new information. Video game players often identify with the character they are playing because they make decisions for them and then react to the conditions that stem from these choices. Those who design the video game place the player in a situation where he will end up with the intended moral perspective, due to circumstance. For example, the interactive aspect of video games allows the designers to reward certain behavior and condemn other, shaping the users moral perspective. Many scholars have decided to use the medium of video games as a tool to inspire social change.
Outside Example:
I have never been one to play video games so it is hard for me to think of something that applies. I guess one example would be the game animal crossing for Nintendo. I was obsessed with this game when I was younger and I am so happy that it recently made a comeback. I have not bought the new game though because I can’t afford a Nintendo Switch right now. Basically, in the old version, you are given a town and can choose to build your house anywhere. Then you work a job and make money buy selling things you find, enough to pay off your mortgage to get a bigger house. You can customize your house with furniture and wallpaper and things. You have neighbors who are animals and you can make friends with them. You can customize your appearance and change your clothes and things.
Connection to reading:
This game, although I don’t believe it is propaganda, does use some of the characteristics of video games, such as intensely engaging, identification, and interactive. When I was younger, I would play the game for long periods at a time, trying to make money to pay off my mortgage. I was very engaged and really wanted to pay it off so I could get a bigger house and things. I had a lot of motivation. I also identified with my character because I helped customize her and I instructed all of her actions, so I felt like she was me. It is an interactive game because you make your own decisions and the players react to those decisions. It is kind of like a game of life, almost in real time, but a little sped up. It is very entertaining, which is why it is gaining popularity again.