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The Uncanny Violence of Video Games, Part IIb, “The META of Video Gaming.”

The META of Video Gaming.What is the so-called “META” of video gaming, and why is it important to video gaming as a culture and cognitive exercise? By “cognitive exercise” I mean the experience of gaming as a rule- and rewards-based event that requires one’s cognitive functions to perform successfully and routinely. In this context, it is possible extrapolate the consideration of META to apply to all forms and genres of gaming that rely on cognitive function for performance. Likewise, it can be said with some confidence that the META of video gaming is derivative of the META of all gaming.

But what do we mean by META? And how is it related to gaming as a “competitive” cognitive exercise?

The theory of a “Meta” for video gaming is not new but perhaps, newly discovered, in that more attention is being paid to its creation and maintenance as a cognitive knowledge structure. These act as inputs to the formulation of behavior scripts that define an individual’s actions and reactions given a specific environment[1].

As one participates in a competitive activity, such as “chess”, or volleyball, they develop a knowledge structure that reflects her or his continuously evolving strategy to achieve the game’s Primary Objective[2]. Here, the word “strategy” includes the adaptive learning of the game’s mechanics, as well as, the player’s various functions within the gaming environment. Moreover, it is influenced and recognizable by its constantly changing, tactical expressions.

Given this definition, the META of video games such as “Flower” can be equated to the evolving strategies and tactics necessary to complete each map (see Video below).

With repetition, a player becomes more proficient through trial and error, thereby informing and rewriting her or his META for the game. META efficiency, therefore, is analogous to performance proficiency. In other words, the more proficiently a player performs in the attainment of the game’s Primary Objective, the more efficient the META upon which the performance is based. In this way, performance proficiency and META efficiency are directly tied to repeated play and exposure to the game.

Figure 1 is a visual representation of the creation and maintenance of the META for the video game, “Flower.”

Figure 1: META of "Flower."
Figure 1: META of “Flower.”

FuzzeePickle: Fiera…Feroz…y una Mujer Sin Compleja de Culpabilidad!

"That Pickle has HAIR!"
Figura 1: Señorita FuzzeePickle, “Ese pepinillo tiene pelo!”

Durante la última década, la comunidad de videojugadores ha sido testigo de mucho más de la evolución rápida (algunos la llamaría “la revolución”) de sus plataformas y del contenido del videojuego; ha observado también el aumento constante del número de mujeres jugadores de los juegos que tradicionalmente se han visto como masculinos, tal como First-Person-Shooter (FPS).

Según el ESRB, las mujeres comprenden 40% del número total de los videojugadores en los EE.UU. (haga click aquí para más información). De ellas surgen un número creciente de CHINGONAS CRUELES y FEROCES, como la que entrevistamos para la EDICION #2 de BOOM Salad, que se conoce con el nombre de FuzzeePickle (FP; véase Figura 1). Desde esa entrevista, el BOOM ha recibido un gran número de solicitudes para escuchar más de Pickle y estamos completamente de acuerdo. (La entrevista que sigue se grabó exclusivamente para la Edición #3 de BOOM Salad. Favor notar que muchas de las Figuras de abajo están vinculadas a los contenidos de video).

BOOM: “Buenas noches, Fuzzee, ¿qué hay de nuevo?”

FP: “No mucho.”

BOOM: “Primero, permítame decirte, “bienvenida de nuevo al BOOM,” nos entusiasma escuchar lo que tienes que decir.”

FP: “Bueno, les agradezco por invitarme.”

BOOM: “Bueno, Fuzzee, comenzamos con unas pocas preguntas fáciles. ¿Está bien?”

FP: “Sí, claro.”

BOOM: “¿Muy bien, hace cuánto tiempo has sido jugadora de video?”

FP: “He jugado los videojuegos desde pequeña, como de cuatro años de edad. Mi hermano y yo siempre jugábamos el Sega Genesis. Siempre jugábamos el Sonic the Hedgehog… (véase Figura 2)”

Figura 2: Sonic the Hedgehog
Figura 2: Sonic the Hedgehog

BOOM: “¡Ah, qué bien!”

FP: “Sí (Se ríe), después de eso, no jugaba los videojuegos por mucho tiempo. Luego volví a jugar, empezando con X-BOX, y eventualmente empecé a jugar el PS3.”

BOOM: “¿Bueno, cuántos años tenías cuando empezaste a jugar de nuevo?”

FP: “Como 12, 13, quizás.”

BOOM: “¿Qué es lo que te hizo volver a jugar?”

FP: “Efectivamente fue Battlefield: Bad Company. Luego mi hermano se interesó en Call of Duty (COD), así yo empecé a jugar eso y desde allí seguí jugando.”

BOOM: “¿Jugabas algo de FPS cuando eras más jóven?”

FP: “Sí, jugaba Golden Eye 007 con mi hermano todos los días. (véase Figura 3)”

BOOM: “Así que aún desde tu juventud, eras aficionada a los que llamemos “videojuegos violentos” como el FPS. ¿Qué te atrajo de ellos?”

FP: “Creo que es el hecho de que cada vez que se juega, el escenario es distinto. Cuando juegas una y otra vez vas a morir en diferentes momentos y también haces cosas diferentes. Siempre es distinto, así se entusiasma a ver qué pasará.”

The UNCANNY Violence of Video Games, Part I: “GAM, VME, and the Acronyms of Aggression.”

Figure 1: Violent Video Game Exposure.
Figure 1: Violent Video Game Exposure.

For nearly 20 years, medical researchers, psychologists, and behaviorists, throughout the world have sought to determine if there is a link between the development of aggressive behavior and repeated exposure to violent video games like Battlefield 4 and Call of Duty (see Figure 1). Using research from previous studies on the effects of Violent Media Exposure (VME) on cognitive behavior as the basis of their hypotheses, these well-intentioned medical experts have demonstrated, time and again, that playing violent video games has a residual effect on the brain and the mechanisms responsible for aggressive and violent thoughts and actions. Their conclusions are similar to the one expressed in the article, EFFECTS OF VIOLENT VIDEO GAMES ON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta-Analytic Review of the Scientific Literature (2001), which states:

” A…review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults [italics ours]. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases pro-social behavior.”

Thus, the consensus of many in the medical research community is that violent video games are harmful to those who play them, and represent a potential threat to public safety when the effects of repeated exposure elicit a violent response.

And yet, in numerous conversations and interviews conducted by BOOM Salad with several long-term, violent video gamers, those who have played violent video games consistently for 10 years or more, we found, without exception, that, contrary to increasing aggression and violent tendencies, these games were seen as providing an almost therapeutic effect upon the player by helping to reduce the anxieties and stresses of daily life.

A clear discrepancy is, therefore, evident between the conclusions of medical research and the experiences of those who routinely play these games. In this, the first of a three-part series on the relationship between aggressive and violent behavior and repeated exposure to violent video games, the BOOM takes a deeper look at the research and inferences that are at the heart of the anti-violent video game argument, beginning with an examination of what is known as the General Aggression Model (GAM, see Figure 2).

Figure 2: The General Aggression Model (GAM)
Figure 2: The General Aggression Model (GAM)

‘Death Dealing From Above’: The DdFA sits down with BOOM Salad to chat about puppies, kittens, and blowing-up virtual people with C4.

The KING lives!
The KING.

Amongst the hundreds of clan names listed in the leaderboards of both Battlelog and BF4Stats, there are few who can strike fear in the hearts of their adversary like the DdFA. The following interview with their leader, KING-DYLAN666 (KD), and members Hard-J (HJ), and FuzzeePickle (FP), was recorded this past May, exclusively for BOOM Salad.

BOOM: Greetings and welcome to the first of our BOOM Salad interviews, where every month, we will feature a player or clan that we feel is important to gaming and the gaming community as a whole. Our first interviewees hail all the way from the Great Northwest of Canada.

Their leader, who goes by the enigmatic tag KING-DYLAN666, is ranked in the top 1% in 13 of the 22 categories listed on the website BF4Stats, and in the top 5% in all categories (see Part I of “The Panopticon in My Bedroom” for more info on the KING). On Battlelog, he is currently at the top of the list in total number of Kills and Time Played, and ranks second in total ScoreIn fact, in all of the leaderboards, he ranks high in Division 1.

BF4Stats Profile of KING-DYLAN666.
BF4Stats Profile of KING-DYLAN666.

BOOM: KING, it is an honor and a privilege to have you as our premier guest, how are you doing?

KD: Yeah, I’m pretty good. How are you tonight?

BOOM: Great KING, thank you. Also with us are the KING’s second in command, Hard-J, how are you sir?

HJ: Hello, I’m good, how are you doin?

BOOM: I’m doing well thank you. Last but not least we have one of the female members of DdFA, the talented and equally dominating FuzzeePickle, is it ok if I call you “FUZZEE”?

FP: “Yeah, that’s fine. Everybody does.”

BOOM: Excellent. Thank you FUZZEE, welcome to all of you, and a big welcome to all of our readers.

Continue reading ‘Death Dealing From Above’: The DdFA sits down with BOOM Salad to chat about puppies, kittens, and blowing-up virtual people with C4.