2500 words essay on How does global capitalism shape a politics of video games and live-streaming due in 70 hrs
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Chapter 3: Risking Play
Introduction
In chapter 2 I argued that there is a pervasive consumer media culture that is preserved
and continues to operate through the circulation of a distressing regime of images. Some gamers
learn under this regime to internalize dangerous race and gender-based pedagogies as they
display a lack of ability to critically engage and/or disrupt oppressive stereotypes. In light of this
analysis, video games are apparently both meaningful and highly effective at reproducing
hegemonic ideology (see Jenkins, 2006); moreover, the particular meanings and actual effects
seem to indicate that they are also (and already) quite “serious” – an interesting contrast to
Appelman’s definition of ‘Serious Games’ (see Appelman, 2007). I claimed in this regard that
we have a responsibility to confront video games in whatever capacity we can in order to build
better game play experiences together. This chapter explores the experiential spaces of video
games in relation to classroom space with the goal of exposing how game play might be
repurposed for learning on social justice. The chapter ends with a paradigm example from the
video game Mass Effect to illustrate the design potential of video games.
Classroom Spaces
One way to disrupt the social injustices that are perpetuated through consumer media
culture (of which video games ‘play’ primary roles) is to engage a critical pedagogy in
classrooms. Some hope that this can be achieved to a greater or lesser degree in any grade level
and for any target group regardless of socio-economic status. Ontario policy makers, for
example, maintain that race equity concerns may be solved through inclusion practices in
education, that is to say that racial “barriers” and racial “biases” (what others might simply call
racism) can be corrected using “transparency”, “leadership”, and “policy” to ensure equality for
all students (Ontario Government, 2009). Critical race scholars and teachers might staunchly
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disagree claiming instead that issues of race and racism are historical, institutional and systemic
– sometimes a product of the policies designed to ‘treat’ them – thus they require continuous and
unrelenting critical discussions on power relations in the educational process. A far more
beneficial pedagogical pursuit, on this view, would be to establish communities of practice that
promote social justice through ongoing strategic development and dialogue 13
. Regardless of our
approach, the struggle to educate on race and racism among other social injustices has proven
one thing above all else, which is that practicing critical pedagogy is not simply a matter of
building “critical thinkers”, despite arguments which allude to the contrary (P. Norris, 1992, E.
McPeck, 1981); rather, it is about creating space that is dedicated to encountering subjectivities.
Race and racism are deeply entrenched historically and personally similar to other social
signifiers. Addressing them in classrooms, though absolutely necessary, is always dangerous
and unpredictable (Pratt 1991, Levinson 1997, Boler 1999, 2004).
Increasingly in North America, we see classroom spaces being established as forums for
building critical consciousness of race, gender and sexuality with emphasis on how these social
signifiers are maintained through mechanisms of power (Sears et al. 2004). Though these
classrooms were first created for graduate university students, they have expanded to include
undergraduates and secondary school students in what has broadly been termed ‘social studies’
(Sears et al. 2004). Has this trend translated into action and/or change for issues of racism,
sexism or homophobia? Is it enough that more people are discussing systemic oppression and
violence or that they are momentarily questioning the politics of social identity? Some may
answer that the increasing number of classrooms dedicated to engaging issues of social justice is
a positive trend which should be heralded as a victory for ongoing struggles. Others might find
13
see: http://www.freireproject.org/
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that while academic institutions have acquiesced to requests (or demands) for more critical
attentiveness to said issues, this is merely a deliberate response as a part of a larger strategy of
encirclement. In any case, those of us who have been in attendance will undoubtedly remember
that sometimes students (and even instructors) learn to see and think in terms which ultimately
lead to personal and/or group action, but we will also recall that other times – perhaps more often
than we would have liked – students are filled with anger and incomprehension which lead to a
great deal of pain and finally resignation.
The reality is that whenever we are in a classroom, or any space for that matter, where
confrontations across difference are integral to generating critical dialogue we are located in
what Mary Louise Pratt calls a “contact zone” (Pratt, 1991):
Contact zones “refer to social spaces where cultures meet, clash, and grapple with each
other, often in contexts of highly asymmetrical relations of power, such as colonialism,
slavery, or their aftermaths as they are lived out in many parts of the world today (Pratt,
1991, p.34).
The socially fraught tensions inside classrooms in particular reflect similar tensions at many
other cultural crossroads in a given society. Some readers may be reminded here of another
famous concept regarding cultural differences and relations of power, namely Huntington’s
“clash of civilizations” (Huntington, 1996), but we should quickly set aside this first impression.
The ‘contact zone’ is not intended as an essentializing concept designed to reify cultures as
forces interlocked in predestined conflict; rather, it is a notion designed to dispel the centuries
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old myth of community 14
within the academy which operates to conceal hierarchical power
domination, socio-economic disadvantage and historical violence:
The idea of the contact zone is intended in part to contrast with ideas of community that
underlie much of the thinking about language, communication, and culture that gets done
in the academy (Pratt, 1991, p.37).
Pratt rightly points out by using the contrasting notion ‘contact zone’ that there is a predominant
liberal democratic ideology holding sway deep within our institutions and notably inside
classrooms which decrees that, despite any conflict that may be taking place elsewhere outside
our schools or even across our borders, persons in classrooms are all equal players with equal
rights and equal voice in discussion. We ought not to be fooled by this logic any longer since it
should be clear that a great many factors exist both to impose and preserve a social and symbolic
order in class (Boler 2004, Li 2004, Houston 2004).
So, how do we guard against anger, pain and resignation in classrooms? How can we
stay committed to our educational goals amidst the siege where ideas and identities are at stake?
Another educational philosopher, Natasha Levinson, argues that this is not an easy task in the
slightest and this is largely due to what she terms the “paradox of natality”. Building on Hannah
Arendt’s scholarship where ‘natality’ “refers to the fact that humans are constantly born into the
world, and are continually in need of introduction to the world and to one another (Levinson,
1997, p.436)”, Levinson argues that students are faced with the troubling double responsibility as
subjects who are “new” on the scene (that is to say young and relatively sheltered from macro
level politics) and as inheritors of a social history which also constitutes who they are:
14
See also: Ellsworth, Elizabeth (2010). “Why Doesn't This Feel Empowering? Working Through the Repressive
Myths of Critical Pedagogy”. In Harvard Educational Review. 59.3. pp.297-325
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The resulting social identities position us in relation to one another, to the past and to the
future in particular ways, putting us in the difficult position of being simultaneously heirs
to a specific history and new to it. As a result, we experience ourselves as “belated” even
though we are newcomers (Levinson, 1997, p.437)
The paradox of natality, in short, is an encounter with positionality as subjects in relation to
others and the past; it is a struggle to come to terms with identity and a sense of agency in our
factional world of asymmetrical power relations; finally, it is experienced as a feeling of
belatedness. The paradox in operation can result in a number of outcomes in the classroom, but
perhaps most visible in recent years are outcomes on issues of race and racism. Take for
example this student’s testimony:
Every year we have a bunch of forums to discuss racism and yet we never seem to make
any progress in race relations on this campus. Every time the subject of racism comes up
in class, I have to listen to the same white voice protesting their innocence. I’m sick of it
(Levinson QTD Anzaldua, 1997, p.435).
Indeed, it is easy to understand this student’s frustration. The nature of a classroom is that each
year (or perhaps semester) new students will walk through the door and each time bringing with
them the same feelings of belatedness. This would appear to ensure the continuation of the
paradox of natality as students continue to ask ‘how can I take responsibility for the past before I
was born while also being responsible for my actions in the present?’ It is difficult to see what
pedagogical strategies might help alleviate the tension and begin to answer this difficult question,
but this is the primary challenge which all teachers must meet.
Since classroom discussions on issues of social justice and especially issues of race
remain challenging and even harmful for students (in particular for those who are all too familiar
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with their positionality or for those who are unaware of or unwilling to acknowledge it), teacher
aid resources such as pictures, videos and books continue to provide the foundations for learning
– The Color of Fear directed by Lee Mun Wah stands out, for example 15
. Alternatively, what if
video games were to provide this kind of support? When might video games be an appropriate
medium for learning about race and racism, or for encountering power, or for challenging
essentialist epistemologies? I suggest that video games which appropriately use the feature I call
the “morality system” may yet prove useful in this regard.
Morality Systems
I am cognizant of the fact that some readers may never have seen a video game that
utilizes a “morality system” nor perhaps played one; therefore, I strongly recommend either
browsing an online demonstration 16
, or following the screenshot “playthrough” that is provided
bellow.
A morality system for video games is a user-generated ethical subroutine which
determines how non-player characters will interact with human player characters or avatars. The
system continually takes shape according to gamer inputs which include the personal history,
actions and interactions of a chosen avatar. Although it is the gamer who makes the final input
choice, it is the software designer who offers a myriad of “paths” that combine to constitute the
morality system in which the player plays. For instance, at the start of the role-play game Mass
Effect the player is prompted to input details about his chosen avatar’s history, physical
appearance, name and profession (see screenshots 2-6). As the player brings his avatar to “life”
by adventuring and completing segments of the main narrative, more details are accumulated by
15
I refer to The Color of Fear here to provide one of the most popular and well known examples, however, I do not
necessarily believe that it, nor any of the many other resources created, can serve as a “catch-all” solution. Videos
like this are also often problematic on both a fundamental and practical level. 16
URL: http://www.youtube.com/watch?v=OL1Gnoob8ck
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the morality system, which in turn generates a unique story – one which even the video game
developers cannot fully anticipate. The player makes conversation choices which in turn
establish the avatar’s unique personality, moral integrity, and relationship with known characters
(see screenshot 17-19). In screenshot 17, I decided to instruct my avatar to be firm with the non-
player characters by choosing to put an end to their idle banter. My choice was recorded in
video game memory and I was given 2 “renegade points” towards my personality (see screenshot
20). Although the display interface where the gamer can track his or her avatar’s evolving
character only displays points on a spectrum of “renegade” or “paragon” (see screenshot 21), a
number of hidden consequences for making choices are recorded by the morality system. That is
to say, the non-player characters with whom the gamer engages remember conversation choices
leading to greater or lesser willingness on their behalf to communicate in the future, unlocked
side stories, or even alternative video game endings. These make for diverse simulated social
possibilities of friendship, romance, rivalries and even bitter feuds that all depend on the
dynamics of the morality system, which takes shape according conversation choices. In order to
elaborate further on how this particular game feature provides affordances for education on
issues of social justice, I will outline in more detail the two sub-features that are combined to
make a morality system like that in Mass Effect: character creation and conversations.
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The Playthrough:
Screenshot 1:
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Screenshot 2:
Screenshot 3:
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Screenshot 4:
Screenshot 5:
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Screenshot 6:
Screenshot 7:
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Screenshot 8:
Screenshot 9:
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Screenshot 10:
Screenshot 11:
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Screenshot 12:
Screenshot 13:
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Screenshot 14:
Screenshot 15:
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Screenshot 16:
Screenshot 17:
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Screenshot 18:
Screenshot 19:
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Screenshot 20:
Screenshot 21:
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Character Creation
Character creation has evolved significantly over the past decade, but some core stages
within the process have remained the same for video games that depend on morality systems.
When a gamer first enters a new game she is asked to identify her avatar by providing a name.
Following this there are usually choices for gender, body dimensions and clothing style/colours.
In more recent video games new options for race and historical background have been made
available and in some cases gamers can even choose to play virtually as themselves (see figure1).
Figure 1.
Adapted from:
http://thenewgamer.com/content/archives/mass_effect:_playing_through_ugly
http://tiagocabaco.com/tigerwoods10/pgf.html
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The boundaries between self and avatar have become blurred to the extent that critical
interpretations of gameplay as transformative learning experiences are difficult to compile.
Perhaps our avatars will act virtuously, but will we model our own behaviour likewise?
Conversely, our avatars might carry out the most atrocious acts imaginable. Will we become
copy-cat criminals, mass murders or rapists as a result of media effects (see Chapter 2 “the
regime of images”)? The outcomes of any given gameplay experience, either cognitive or
affective, likely vary just as broadly as do avatars. This makes pronouncements about gender-
exclusivity (Pickard, 2003), gender injustice (Jenson et al, 2008), racialization (Chan, 2003), or
politicization (Dyer-Witheford et al, 2009) problematic and should invoke at the least some
renewed scepticism or critical inquiry in readers (my own chapter 2 of this thesis included). That
being the case, scholars from the multi-faceted postmodern tradition have convincingly argued
that there are sometimes important benefits to adopting an “ambiguous self” or embodying
“fractured identities” as these ways of being rightly reject the fiction of essences and allow for a
more responsible epistemology (Boler 1999, Bryson et al. 1998, Code 1989). Character creation
produces avatars that are much more than anti-aliased high textured pixels on a screen. They are
signs and signifiers and expressions of our invisible cyborg consciousness (Haraway 1991,
Saussure, 1960); moreover, their performances for morality systems often go more than “skin-
deep”.
Like “cyborgs”, our avatars have enabled contestations of meaning, power and pleasure
during times of political and ideological turmoil in the self. Donna Haraway wrote in the 1980s
about her “cyborg”: “So my cyborg myth is about transgressed boundaries, potent fusions, and
dangerous possibilities which progressive people might explore as one part of needed political
work” (Haraway p.154, 1991). It was precisely because Haraway articulated her cyborg as a
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myth that so many readers either abandoned all hope of comprehension or misinterpreted it as a
literal description. Importantly, Haraway’s cyborg is and was constructed as a rhetorical device
for political change though she plays with language in such a way that indicates something both
artificial and natural, a product of human evolution, or the “illegitimate offspring of militarism
and patriarchal capitalism” (Haraway p.152, 1991). The ‘cyborg’ for Haraway is much like the
‘sign’ for Baudriliard; both are stories about post-modern existence and the blending of
epistemology with ontology. I wish to highlight, however, that cyborgs are also essentially (and
ironically) about identity from a time when essence qua essence was rendered virtually
meaningless and “identity” was in crisis. It is telling that Haraway stated “who cyborgs will be
is a radical question; the answers are a matter of survival” (Haraway p.153, 1991). We 17
all
possess cyborg consciousness that is structured by techno-material reality and transformed by
imagination in times of distress. Current day avatars have advanced in design in recent years but
their manifestation in video games recalls the much older need for the cyborg to aid us in
challenging the limits of our existence and find meaning in our troubled worlds.
For example, avatars were introduced in video games to satisfy a need to play with
identity in first world urban centers where affluent but physically limited (in terms of leisure
space) youth were increasingly feeling disenchanted by their urban lifestyles (Jenkins, 1998).
Video game studios and their marketing teams knew the state of affairs well and sought to
channel social unhappiness into digital fulfillment and desire to play. This is evinced by some of
the early advertisements in the 1980s for video games where young people could find virtual
power, pleasure and identity, sometimes through extensions of the “normal”, as in playing the
17
I wish to re-emphasize that my use of ‘we’ refers to the gamer community generally and in this case people from
the vastly privileged and mostly West (Japan is the notable exception).
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role of a paperboy (see figure 2), or in adventures among the supernatural, as in playing as a
fireball throwing super-hero (see figure 3).
(Figure 2) (Figure 3)
It was here that the meaning of play took on an emancipatory role according to some game
scholars – providing “Complete Freedom of Movement”, a “never tiring playmate”, or “magic
circle” to play with (Jenkins 1997, Jenkins QTD Feinstein p.263 1997, Harvey 2006). Whether
gamers were playing their avatars as a means for fulfilment or escape, their ranks quickly grew
as did their age demographic. Today, adults and children alike find solace not only in playing
their avatars, but also in creating them. We should question the socio-cultural and political
lessons that our avatars teach, as I suggest in chapter 2, but we must also decide who our avatars
will become in order live ethically and justly in our worlds both virtual and actual.
Conversations
One key method we use to decide who our avatars will become is the video game
conversation. A conversation normally consists of two or more interlocutors, one of which is an
avatar and the rest are non-player characters. To be clear, all video game conversations which
are relevant to morality systems are between avatars and non-player characters and consist of
optional responses for gamers to choose. Sometimes these are conveyed verbatim in the form of
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a list resembling the earlier “choose your own adventure” style books (see figure 4), or they are
represented in the form of thoughts on a conversation wheel as was illustrated in the example
from Mass Effect (see screenshot 17). It is increasingly possible to engage in conversations with
other gamers during multiplayer online, and these have yielded a wide variety of socially
unexpected phenomena that are deeply unsettling, as in cases of verbal abuse, and intriguing, as
in cases of video game festivals, dating and marriages, but avatar interactions where gamers
communicate online with other gamers much as they would over the phone or in a web chat are
unpredictable and notoriously difficult to trace for analysis (T. Bullen et al. 2007). More
importantly, gamer on gamer interactions are not components of the morality system; i.e., they
have no bearing on the unfolding video game narratives or virtual relationships in the game
world.
(Figure 4)
The morality system logs player conversation choices in video game memory (saved files), and
the outcomes determine the shape and depth of relationships. In figure 4 above (see figure 4), I
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might decide to be kind to young Bryan by breaking the unfortunate news of his father’s death
softly and perhaps offering subsequent words of comfort. Contrarily, I could be terribly cruel
and adopt a more lackadaisical stance by mocking his father’s demise. As it would happen, I
elected to be the former during my ‘playthrough’. This choice proved very useful since the boy
later volunteered important information and helped me/my avatar to obtain key items for the
remainder of my video game mission. All this was possible because the morality system
recorded my conversation choice and awarded me points in the boy’s favour. I find that my
conversation choices often lead my avatars to forge strong alliances among a diverse population
of non-player characters, since I most often prefer to be a paragon rather than a renegade;
however, it is sometimes possible to achieve success through co-operation and consolidation or
treachery and deceit, and I have explored the less noble options on occasion. In fact, some more
successful video game titles are so engrossing that gamers decide to play a second or third time
simply to experience the consequences of different exchanges. My avatar Syra from the Mass
Effect ‘playthrough’, for example, found negative social consequences because of my
conversation choice to shut down the crew chatter (see screenshot 17); however, the video game
designers for Mass Effect provided two alternatives which I felt compelled to explore on a
second and third ‘playthrough’, both of which led to scripts where I could build friendships
where none had previously been available. Regardless of the conversation outcomes, we may
reload and reshape our avatars differently through dialogue.
Video Game Spaces
The morality system is certainly distinct from literary and audio visual devices used in
more traditional mediums. Classroom discussions along with other live and unscripted
exchanges stand in sharp contrast to video game conversations. Although gamers may have a
variety of conversation choices to choose from for their avatars, and these may even align
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seamlessly with their thoughts as human beings behind game controllers, game dialogue is
always scripted. I can never make my avatar sing with excitement when I find a virtual item of
great value nor weep in sadness at the loss of a virtual friend, unless these responses are
provided for me by the game designer. Actualities within the classroom are quite different.
No amount of lesson planning will ever decide the outcome of a discussion on any topic,
especially not on issues of race, gender, class or sexuality. Overlooking the somewhat
opportunistic play on words, I would suggest that “game over” is a far greater risk in a classroom
than it is in a video game during instances of conversations. Unlike video games, we will
definitely find that classroom discussions cannot be so easily reset.
Mine is not the first work to suggest that classroom spaces differ from video game
spaces, nor is it the first to point out that classroom discussion can lead to critical failure whereas
video games may not. James Paul Gee characterized some video game spaces as “affinity
spaces” in order to comment on classroom shortcomings for new generations who find
themselves deeply affiliated with social media:
If we compare the eleven features of an affinity group to most classrooms today, we
usually find that the classroom either does not have a given feature or has it much more
weakly than a prototypical affinity space. In classrooms, the common endeavour (that
which they are supposed to have affinity with) is often unclear (e.g., “science”, “doing
school”, “school-science”, etc) to the students, and race, class gender and disability are
often much more foregrounded than they are in an affinity space. Furthermore, race,
class, gender and disability are often much less flexible in classrooms and serve much
less as resources students can use strategically for their own purposes (Gee p.27, 2009B).
It is not primarily important to provide an interpretation of all eleven features which Gee
conceived as definitive of “affinity spaces”. Suffice it to say that an affinity space is first and
foremost a space where those who interact within it are committed to certain practices and goals,
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or where a number of people can “affiliate around their common cause”, as Gee explicated (Gee
p.26, 2009B). Affinity spaces are thus fundamentally and, perhaps, totally about feelings of
belonging that are generated through a positive sense of agency and epistemological self-
importance. In a video game, our goals and how we are equipped to achieve them are clear;
moreover, other gamers feel the same way – we have a “common endeavour”. Simply put, in
video games I feel that my knowledge is valuable and my actions are useful towards
accomplishing what I perceive to be clear and worthy objectives, and I can share those feelings
with other gamers. Classroom spaces, Gee argues, may be organized in similar ways; however,
they are usually not, partly due to no common endeavour and individual difference as shaped by
race, class, gender or disability (Gee p.27 2009B). We may choose to argue Gee’s point further
by asserting that it is never “simply” a lack of interest or “simply” a problem of social
categorization which bar classrooms from qualifying as affinity spaces; rather, it is a complex
problem of asymmetrical power, racism, classism, sexism and/or ableism – points of clarification
which we might excuse Gee for overlooking due to lack of ‘space’ in his paper. We should not,
on the other hand, fail to notice that Gee did not acknowledge that video game spaces as well can
be inflexible for some players, notably for girls and women (see Chapter 2). Ultimately I am in
favour of Gee’s comparison. As I myself and many other gamers will attest, video games can do
a much better job at making some of us ‘feel at home’ than classrooms. Some of us continue to
learn much more from our virtual lives than we do in school, though the positive value of these
lessons is not always clear (see Chapter 2). Gee’s work on video games as affinity spaces does
succeed in drawing attention to video game spaces as different from classrooms and conducive to
a kind of learning (see Chapter 1).
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In contrast to Gee, I argue that some video games offer more than an affinity spaces
where gamers can build personally relevant knowledge. Some video games certainly make us
feel good about our virtual agency, but we are also afforded the chance to feel responsible when
playing under morality systems. These games show us the way things could be, the way things
should be, or optimistically the way things will be, but most crucial is that they allow us to
experiment with taking virtual moral action. In this regard, they are somewhat akin to ‘contact
zones’ since they allow us to inhabit ambiguous selves through our avatars in order to negotiate
relations of power. Importantly, playing is not going to make us forget who we are or where we
came from; however, it will offer affordances by freeing us from our limitations and opening us
to dialogue that we might not otherwise have. We play because we feel affinity for our video
games but also responsibility for our video game actions. This is, of course, a limited double
responsibility since video game developers control the possible outcomes for our choosing, but
this limitation may prove to be a hidden strength for social transformation outside the game
world if we seize the pedagogical opportunity and become game designers for social change.
Considering this, I would encourage future investigations on video games to conceptualise video
game space as “ethical space”, where ‘ethical’ refers to the morality system and its sub-features
character creation and conversations. The video game Mass Effect 2 will serve as a paradigmatic
example of an ethical space in the following.
Ethical Spaces
Meet Tali (see figure 6):
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(Figure 6)
In the video game Mass Effect 2 she is a non-player character and one of many members on my
squad which I command in an effort to save the galaxy from impending doom by the Reapers –
an ancient race of ultra-powerful space creatures. Setting aside the grandiose plot for the
moment, I met Tali while she was on her pilgrimage to prove her worth to her family and her
people. Tali is from an alien race known as the Quarians. The Quarians are a people who were
cast out from their home planet and forced to live aboard a “migrant fleet” of space ships drifting
between planetary systems. Once their young reach the age of maturity, it is their custom to
leave their mobile spaceship homes to explore or serve in one of the many alien societies amidst
distant stars. The attentive gamer will recognize Tali as an allegory of migrant workers and
immigrants who try to build a life for themselves outside of the video game world. Indeed, Tali
speaks with a distinct Middle Eastern accent and she wears a full body suit which resembles the
head scarf hijab, niqab or burka signifying a link to the growing Muslim migrant and immigrant
work force in Western countries.
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Tali’s story was not a creative design accident. Mass Effect 2 game designers included
several alien side narratives integrated specifically to test the player’s moral character, in line
with their concept of morality, on social issues resembling those which exist in the “real”
world. Although the Quarians are offered employment on several planets within the human
alliance, they never receive full citizenship and are often subjected to harsh prejudice,
discrimination and bigotry by the local population. They live on borrowed time awaiting their
turn to be evicted, cast out or worse – incarcerated; furthermore, what little community they have
exists outside the rule law and all the rights and privileges assured therein 18
. Evidence of the
moral test which gamers take in light of all this comes to the fore through video game
conversations. Take the following conversation between my avatar named Sheppard and a crew
member named Kelly for example (*In the brackets are the conversation choices which I selected
to respond to Kelly’s comments):
Kelly: I had a wonderful chat with your friend Tali. She's not what I expected from her psych
report. I like her.
Sheppard: (I do to.) Tali's a good friend. We've been through a lot together.
Kelly: Quarians are so fascinating to me. They also make me a little sad.
Sheppard: (How so?) Why do they make you sad?
Kelly: Their environment suits are so beautiful, but with their immune systems they're trapped
inside. I wonder what they look like under those helmets or what their skin feels like under those
suits.
By the time I initiated this speech event with Kelly, I was already several hours into the game’s
master narrative and I already considered Tali to be a friend, therefore I was inclined to expose
18
We should notice here strong parallels to the “state of exception” which Sherene Razack documents for Muslims
living in the West (see: Razack, S. (2008). Casting Out: The Eviction of Muslims From Western Law & Politics.
Toronto: University of Toronto Press)
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my feelings and speak well of her. I could have, for example, chosen one of the two other
conversation choices that were available, namely ‘she’s not my friend’ or ‘she’s okay’, but these
would have led to a very different conversation that I wanted to avoid. In fact, I knew that
Quarians had suffered a great deal doing the bidding of other races and that Kelly along with
some other non-player characters on my crew felt uneasy with, threatened by and even hateful
toward Tali’s presence. I made my ethical choice because I thought that Tali deserved my
support.
Concluding Thoughts
I do not offer this example as an ideal conversation that will somehow always translate
into moral action in favour of helping Tali in game and later Muslims outside it for other
circumstances. The dialogue itself only begins to grapple with a reoccurring preoccupation that
many people in Western societies and in particular as of late French societies have had, namely
the disapproval of and discomfort around Muslim women who wear the veil. Indeed, Kelly’s
comment that Tali seems trapped within her environmental suit carries with it a familiar tone
carried over from criticisms of burkas, niqabs and hijabs as being “ambulatory prisons”
(O’Mahony, 2011). Sherene Razack, author of Casting Out: the eviction of muslims from
western law and politics, rightly asks what this image of Muslim woman as confined achieves, or
more accurately, what does it serve to reinforce and to justify (Razack p.107, 2008)? These
questions and more can be worked into conversation choices like those between Sheppard and
Kelly for a deeper ethical choice if we adopt a video game design for social change approach and
begin by building more video games as ethical spaces. Though we might find that the Mass
Effect 2 example is incomplete, that gamers will not always make the same choices, or that the
experience will not encourage gamers to question the similar plight of Muslims in Western
society, we can come to understand video games as ethical spaces where gamers can find a
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“controlled contact zone” as well as opportunities to build affinity unlike the classroom. Finally,
we can come to understand video games as ethical spaces that are useful for designing new
learning experiences. Given the power of the regime of images as described in Chapter 2, we
may find that we have no choice but to intervene. Risking play might not be an option, rather a
necessity for social change.