Someone searched for “misanthropic librarian” and hit this blog yesterday.
That pretty much made my day.
Someone searched for “misanthropic librarian” and hit this blog yesterday.
That pretty much made my day.
With the imminent release of Grand Theft Auto IV tomorrow, there has been a flurry of media activity surrounding violence in video games. Of course, the gaming community has also been flooded with posts on the topic… This one probably isn’t any different. But as a gamer, librarian/information professional and, moreover, as a responsible adult, I find it necessary to say a few things.
What really prompted me to write today was Monday’s article in the Seattle P-I about parents and video game violence. It is one of the first media articles that I’ve read that actually criticized the tendency to let the morality patrol (to borrow a term from geek hero Wil Wheaton) get their way with ostracizing gaming media. The article centers on the themes found within the forthcoming book Grand Theft Childhood: The Surprising Truth about Violent Video Games, which urges parents to learn about the games their children are interested in, and the possible benefits and drawbacks to letting them play them. And to put gaming in perspective.
Here’s where I’ll let my information literacy/librarian side kick in.
For the last hundred years (and even before that, albeit less frequently) each generation has had a form of media, or a certain technology, or both, that the previous generation has feared because they did not understand it. Novels were derided. Radio. Film. Elvis and rock n’ roll (although that’s one that some would like to stay in the debate), comic books- all seen by the previous generation as a threat to the moral fiber of society, and surely to bring about the sudden and catastrophic descent into debauchery, lawlessness, indiscriminate violence, and wholly unethical conduct by everyone who dares to partake in them.
Well, guess what? We’re still here, talking about how the next big thing will “really, for real this time!” bring about the suddent and catastrophic descent into debauchery, lawlessness, indiscriminate violence and wholly unethical conduct and video games are the current swarm of locusts poised to cause the moral famine of western society.
This all stems from fear. Kids like what’s new and hip, and when we start getting old, we don’t understand what’s new and hip anymore. Hell, I don’t get it, either, and I’m only turning 30 next year. So when kids start getting into an idea or a technology that is foreign to their parents, the parents tend to freak the fuck out. Because they don’t understand it, and don’t take it upon themselves to educate themselves and their children about it, they fear it instead and try to make it go away. It happened in the 80s with the PMRC and now it’s happening with video games.
I don’t understand the poor logic, but to a certain extent I can see why parents were caught unawares with video games. “They’re games, right? Kids play games, not adults. Why are these video game companies selling games with blood, gore, rampant violence, sex, profanity, and adult themes in them to kids?” Looking at it that way (after I get done feeling sorry for how naïve and simple such thinking is), I can understand why parents would be confused. At least, I can understand why they would be confused in 1992, not 2008.
There is now a generation of adults who have grown up with video games practically since infancy. Video games and their content have, to a large extent, grown up with us. As we became more mature, the market for video games with complex storylines, literary themes, satire, intelligent humor and writing, and, yes, quite often darker and more morally ambiguous characters and plots grew. Growing up with postmodernist concepts in television, film, music, and every other aspect of culture, it stands to reason that video games followed suit. And we should not forget that video games are written and programmed by adults… as the average age of the typical gamer rose, it became easier to produce and sell games to appeal to longtime gamers, who also now program the very games that they tend to play.
It seems painfully obvious that video games (like it or not, morality patrol!) are here to stay. US obscenity laws make it extremely difficult for any piece of intellectual or artistic property (of which video games are clearly both by every definition legal or otherwise) to be banned outright, as this violates the First Amendment of the US Constitution and the US legal perspective on the freedom of speech. So, what, then, can parents do to make sure their kids “play safe” when gaming?
This seems to be the aim of Grand Theft Childhood (although I can only speculate as I haven’t ready it yet). Parents, instead of “banning” video games in society or in their household (which, as we should all remember from our childhoods, just makes kids seek the taboo item or practice out more) should be as involved with their child’s gaming habits as they are about anything else in their child’s life. It is the Blackmetal Librarian’s opinion that parents should ask their children what they like about video games or a particular game, or what makes them want to try it- just as they would ask about getting a nose peircing or why they like Slipknot (although the Blackmetal Librarian recommends that all self-professed metal fans, regardless of age, stay away from Slipknot. He can provide real metal recommendations if desired
).
On the self-education side, parents should be aware that video games receive ratings just like movies and television shows do. Parents should assess their child’s maturity and ability to handle games with Teen or Mature ratings and the themes that they would encounter therein just as they would with taking their kids to the movies. Chances are a twelve year old does not quite have the understanding, life experience, ability to separate reality and fantasy and/or intellectual or emotional ability to process a movie like “And There Will Be Blood,” “Schindler’s List”, “Saw III” or “Old School.” They just wouldn’t “get it.” The same goes for an M-rated video game such as Grand Theft Auto or God of War. These games are written for adults, meant to be played by adults, and mostly played and enjoyed by adults (who are the largest gaming demographic). Researching the games online is a great way to find out about them, but if you’re willing, actually playing the game (or listening to the album, or watching the movie) is the best way to determine whether or not the material is appropriate for them. Plus, playing video games will totally win you cool points, especially if you play cool games with your child or as a family. I don’t want to meet the person who cannot enjoy Mario Kart, for instance, nor the child that wouldn’t have fun playing it with their family. For the record, Mario Kart is the author’s current gaming obsession.
Knowing your child’s maturity level and their ability to conceptualize and, indeed, discuss the issues presented in such games is key. Wil Wheaton once wrote about assessing whether or not his 17-year-old stepson was mature enough to handle playing Grand Theft Auto: Vice City:
“I have to ask you one question: if you pick up a hooker in real life, is it okay to hit her with a baseball bat to get your money back after she gets out of your car?”
“Well, since hookers are empty shells and not real people,” he said, “then yes. Yes. It’s okay to whack her with a baseball bat.”
I relayed this to the table and added, “I think he’s mature enough to handle Vice City.”
“Tell him that he he also has a future career in Hollywood,” Ryan said.
Extreme sarcasm and poking fun at suffering and misery while still reviling it is, I think, a fairly good indicator that a teenager is ready for an M-rated videogame. But that’s just my opinion.
Wil just wrote another blog post about violence in video games which conveys my feelings on the subject more concisely and eloquently that I am capable of. Check it out. Also worthy of your attention is his keynote address (mp3 available) at PAX, an expo for video games in Seattle organized and hosted by gaming culture phenomenon Penny Arcade
I’m sure this won’t be the last I will have to say about this subject, but I will my readers from any more. I apologize for my verbosity and my abrupt switching from first to third person.
Be critical, and horns (and gamepads and wiimotes) up!
The Librarian