Empathy and Videogames

Most of us, at least in Europe and the UK, remember debates around violence in videogames. School shootings, muggings, general deviance. Like the satirical meme Angry German Kid tries to make fun of, some circles see gamers as crazed keyboard-pounding, gun-hoarding loners.

While studies have complicated this question, videogames have grown regardless of an answer. They surpassed DVD, music, and cinema sales in the UK in 2008 and boast massive opening sales, as with Grand Theft Auto V.

In an academic context, media and literacy scholars like Ian Bogost and James Paul Gee discuss videogames as learning tools and media interfaces. And the folks at PBS have an informative and engaging YouTube channel for game studies.

With videogames growing as a medium, questions like violence, literacy, or ideology become more important.

Lately, I’ve had empathy on the brain as I research for final papers that center on the topic. I’ve also been playing videogames. In particular, I recently got a game called This War of Mine, where you play a noncombatant in a war zone, trying to survive amid the strife.

Concept art from This War of Mine [Image courtesy of craveonline]
Concept art from This War of Mine [Image courtesy of craveonline]

With a catchphrase, “In war, not everyone is a soldier,” the game offers a potent dose of empathy. In fact, for me, it turns the violence debate on its head: how can videogames build empathy?

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Would Kant do the Ice Bucket Challenge?

Most of you are probably familiar with the ALS Ice Bucket Challenge. Celebrities have taken part, including Bill Gates, and it’s been filling social media.

But for those of you who aren’t familiar, it’s pretty simple: when challenged, you either dump ice water on your head or donate $100 or ALS research and treatment. Many donate the money regardless, but if you do dump the ice water, you can challenge three more people, giving them 24 hours to comply. In effect, it goes like this:

The goal, besides raising money, is to spread awareness. The viral quality of the campaign has proven particularly effective, raising over $100 million dollars, according to this article from Aug. 15, and bringing ALS to the forefront of the public sphere. It is a brilliant viral campaign, seeming to make a positive difference.

But for some the project feels too public, too self-broadcasting. It reeks of shallow millennial-led narcissism and low-effort activism, where over-rich Americans throw cold water on themselves, film it, send it to the world, and think it constitutes “help.”

Well, despite some reservations, I think it does.

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Internet Dialects and Online “Space”

I know I’ve been posting a lot lately about the Internet and digital literacy, but this time, it’s based off on one of the more recent Idea Channel videos:

To summarize, many online “speech communities” from specific groups and interfaces have their own linguistic patterns, expressions, and focuses. In the language of the video, they have “dialects,” just as different geographic regions have different wording, slang, and linguistic personalities.

For example, as the video shows, the /b/ forum on 4Chan feels and sounds coarse, chaotic, and (to some) unfriendly. Or Tumblr tends to use many .gifs based off of the .gif-friendly interface.

As I think of these topics, I often turn to the German philosopher Jurgen Habermas and his conception of the “public sphere.” While the details often differ depending on the theorist or the argument, the public sphere is essentially a space where people from different backgrounds can meet and discuss topics in a united context. Imagine a park, bringing together a web of people, or a coffee shop, open constantly to the public.

A handy diagram to give some clarity. [Image from main.nc.us]
A handy diagram to give some clarity. [Image from main.nc.us]

For Habermas, one of the key principles of the public sphere is its “universal access.” Here, many others attack him, as access to the public sphere often requires certain things, like a reliance on shared symbols and rules, a level of education, and material access. Many also critique his assertion that this public sphere must be rational, a carryover from the historic genealogy that Habermas uses. Action- and meaning-defining discourse may be happening, they arguem even if it is not “rational.”

Thus, while the Internet may seem like a “public sphere” of sorts, it clearly isn’t because it lacks this universal access. You need a connection, something many people do not have, and the Internet lacks the order and unity that a public sphere seems to imply. Its borders and spaces have no geographic limitations. Some exist beyond the realm of legislation. Professional or educational websites coexist with amateur, joking, obscene, pornographic, criminal, and chaotic spaces. Many different languages and symbols collide, and many users don’t “discourse,” but troll or produce random content, like “YouTube poop.”

My vocabulary is deliberately spacial and organic here. Like our living spaces, the Internet is a lived-in space, changed by those who live in it. Or, to go back to language, the Internet is always in a constant dialogue with itself, as the theorist Mikhail Bakhtin might have seen it. It builds meanings, connotations, and references constantly through the shared use of its symbols and spaces. Memes change. Expressions change. Words emerge, like “smol” or “lol.” The Internet and digital technology, in Bakhtin’s language, is the new novel, alive and changing.

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Creepy pasta and Internet “culture”

I’m not talking about some new Kraft Mac ‘n’ Cheese Halloween-themed release. “Creepy pasta,” a term from 2007, refers to  memes of creepy stories. They are like urban legends or folklore from the Internet. The term itself comes from “copypasta,” a name from 2006 given to easily “copied” and “pasted” documents, around since the 80s.

Creepy pasta has similar roots. In the 90s, for example, people often copied and pasted creepy stories and sent them via e-mail. Many of these ended with an infamous clause, like the Mickey Mouse one that threatened an evil Mickey Mouse would invade your home unless you forwarded the message. Others threatened curses or a ruined love life. As people forwarded the messages, the creepypasta spread.

Image inspired by the "Suicide Mouse" creepypasta. Mickey Mouse is actually quite common in these. [Image from Villians.wikia]
Image inspired by the “Suicide Mouse” creepypasta. I guess Mickey Mouse horror stories live on. [Image from Villians.wikia]

With the advent of Myspace in 2003, Facebook in 2004, and YouTube in 2005, these sorts of things continued into other social media, with comments today using the same ploy. Fortunately, creepypasta has more to offer than evil Mickey Mouses and poorly worded threats.

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