Reading Response (2-4)
This week’s readings contained some interesting ideas from Bogost’s Persuasive Games text. A typical discussion topic around videogames is violence; however, I don’t know if I believe that virtual reality situations always impact those engaged in a negative way. Bogost writes on page 283:
“Jenkins has pointed to a general decrease in violent crime during the same period that videogames have become more popular. He adds that ‘people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population’.”
Perhaps virtual reality acts as a means for people to release their repressed needs and desires. For instance, playing violent video games could be a way to release real pent up aggression in a virtual world. This wouldn’t apply only to violent videogames; rather it can work with many examples. The game The Sims could be played by people who enjoy buying things, and in the virtual world, they have the ability to furnish as many homes as they want. Children often spend more time playing action videogames than running around outside. Maybe this is because they become so immersed in the game that they feel like they truly are the character that is jumping and running all around, and thus they feel active themselves. On a slightly different note, I was told by a friend of mine that the number of rapes has decreased since the introduction of pornography. Now, I can’t vouch for how accurate this little factoid is, but if it is true, it would make sense with my theory. Pornography can become a virtual world for someone, and it can allow them to release sexual tension without harming someone else.
Virtual reality is really a neat thing to think about, particularly because people can become so engaged that it becomes part of reality. What is done when using virtual reality possibly has enough of an impact on a person that their desires and needs can be satisfied by that realm.
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