Thursday 17 May 2012

Call of Duty (Video Game) - Simulacrum and Audience Response

"How do post-modern media texts challenge traditional text-reader relations and the concept of representation? In what ways do media audiences and industries operate differently in a post-modern world?"

Call of Duty has a postmodern element in the sense that 'death' is used but it is only a copy of death without the actual dying (simulacrum). There is no meaning behind the death because the player simply just 'respawns' back into the game - making 'death' flustrating but having little emotional effect on the audience:

"In its ‘waning of affect’, has postmodernism contributed to audiences become emotionally detached from what they see. They are desensitised and unable to respond ‘properly’ to suffering and joy."

The audience are detached because they are not experiencing death 'properly'. This could be a negative effect of video games and 'respawning' because the audience cannot distingish between reality and fantasy (hyperreality). This means that a younger audience playing the game may not be able to realise that death is death and that you simply cannot 'respawn' back in to reality.

No comments:

Post a Comment