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Sunday, November 13, 2005

Social Realism in Gaming

The concept of "reality" is a growing idea in many types of media such as movies, television, and now games. This connection between reality and gaming is fitting as society is computer oriented. However, this realism is not simply the traditional adage that games and violence spur violence know as the "Columbine theory." Rather, it is a way of recognizing "connections between the gaming world and the real world." In most mediums, the issue of "representation" is often debated to discern a piece's realism. However, in gaming, one must also discuss "correspondences" in which action is talked about rather than just the visual or textual meaning. Thus, from this division, two types of games can be seen: realistic and fantastical. However, within realistic games there is a division between realistic narrative and realistic representation. The latter term is easier to discern than the former for realistic representation deals with the graphics and functionalities of the game. Furthermore, as the game becomes more and more realistic, the more it becomes a simulation or model than a game. The former term, realistic narrative, refers more to how the game conveys a message that "reflects critically on the minutia of everyday life, replete as it is with struggle, personal drama and injustice." This message can be seen in games by the aspects of social critique in which realist gaming aesthetics can be uncovered. Furthermore, in order for a game to achieve realism it must have some type of congruence in which the gamer's reality is manifested through control of the game and then translated back to the gamer by cathartic means. One example is the debate of war games as realism. The difference again is narrative not representation. Two war games could be similar graphically but extend two very different messages causing one to be more realistic than the other. Therefore, in order for there to be realism in a game there most be an association between "the social reality depicted in the game and the social reality known and lived by the gamer." This is fundamental foundation of the relationship between the game and the gamer that is rooted in action rather than simple representation.

With many states proposing and passing violent game bills, will the positive effects of social realistic games be hindered or even destroyed all together?

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