Tuesday, 24 April 2012

Call of Duty: Modern Warfare 2

Call of Duty:  Modern Warfare 2 is a video game developed for the Xbox 360 and PS3.  It was released in 2009.

It is part of a genre of video game called 'first person shooters'.  This means that the player controls a character from the perspective of looking through the character's eyes.  It also means that the nature of the gameplay will include guns, violence and shooting.

The player alternates control between two characters, a British SAS commando and a US Army Ranger.  The narrative concerns a fictional war against an Eastern European terrorist threat.

The action is presented in a realistic manner with a great deal of violence, explosions and attention to detail regarding the military language and hardware used.

Take a look at the trailer:



Controversy

The game has been the centre of a lot of controversy due to its graphic violent content.  One particular level of the game caused a great deal of offense.
This was due to one notorious scene in which the player must infiltrate a terrorist organisation and prove their loyalty. This is done by participating in an attack on civilians in an airport.

Watch the following clip and think about what you think of this. Is it making a point? If so, what? Is it gratuitous violence? If so, why include it? Is it offensive? Why?
This level can be viewed below.



Audience

Who is the media text aimed at?  Which audience is it targeting?

Male audience.
18-40 years old.
Primarily British and American.
People interested in army/military/war.
Gamers.

HOW is this audience targeted?

The nature of the game and subject matter appeal to a stereotypically male audience - guns, war, violence, explosions etc.
The realistic nature of the game and attention to detail will attract those who are interested in the subject matter in particular.
The rating of the game is 18 which means that an older audience are being sought and catered for.
The cover art depicts a male solider in muted colours in a heroic stance.  This shows that the male gender is more dominant in the game.  it also shows the serious and realistic nature of the game.  It also shows that war is being somewhat glamourised.
The fact that the player is put into the perspective of British and American troops clearly will attract gamers of those nationalities as opposed to Russian gamers who may be put off due to the fact that Russians are portrayed in the games the villains.
The game has gained much critical acclaim and won many awards for its quality and playability which will attract those interested in games in general.

What is the preferred reading of this media text?

The preferred reading is that war is violent, brutal and cruel.  It is also however exciting and providers a backdrop against which people can stand out as heroes.  There is honour and nobility in being a soldier and fighting for your country and for your fellow soldier - 'brothers'.

What is the negotiated reading of this text?
Who might hold this view?

The negotiated reading could be that the game is clearly very effective and enjoyable to play but that perhaps it goes too far in its realistic portrayal of war and armed conflicts.  Perhaps the terrorist level will be crossing boundaries of taste for some players.  Some people may object to the glamorisation of violence in the game yet still enjoy it seeing it as something of a 'guilty pleasure'.
Perhaps this view is more likely to be held by people who are not  part of the core target audience - older gamers maybe? Female gamers? Gamers of other nationalities?  People in positions of responsibility?

What is the oppositional reading of the text?
Who might hold this view?

The oppositional reading is that the game is morally wrong, the portrayal of violence is dangerously positive and that it could lead to people copying these actions in real life.  The Norwegian mass murderer, Anders Breivik said that he played this game as he was planning the shootings in which he murdered many people.  The Effects Model (hypodermic needle) could be discussed in relation to this though it should always be stated that this is an outmoded and largely discredited idea.

Uses and Gratifications

Entertainment and diversion – a form of escape from everyday life. 
- It is a game and as such this is its principal aim.

Personal relationships (the water cooler moment) – Pleasure in discussing media texts with others.
- The shocking or controversial content could be a source of discussion amongst people.  There is also the fact that people can talk to each other via headsets whilst playing the game.  This increases the appeal of the game to many people.

Personal identity – pleasure in comparing your life to characters in media texts.
-  Players of the game will often  think about what how they would act in the situations portrayed in the game.

Information / education – To learn about what is going on in the world.
- There is a lot of information about guns and military hardware as well as military practices and slang.

Representation

War is obviously a large issue in this game. It could also qualify as an ‘event’ for the purposes of an exam answer.

How is it represented?

What words would you use to describe it?

What makes you think this?





Gender Representation

How is gender represented in this media text?

In groups put together your thoughts on this and prepare to feedback to the class in 5 minutes.

Consider what messages are constructed?

What is the game saying about gender roles and archetypes?

Who is represented?

Who is absent?

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