In this week’s article, the author wrote about video games
as a tool for political propaganda. It referred to video games such as America’s
Army and Kuma/War and seemed to attach propaganda to them with a negative
connotation. However, does propaganda have to be used with such a negative connotation?
I will demonstrate the use of educational propaganda in the beloved video game,
FIFA.
FIFA is a soccer video game that is released every year to
all audiences worldwide. Arguably one of the most well-known sport video games,
FIFA has a reputation for causing its players to be completely immersed in the
game play. Just as one would be shaped by the propaganda in video games such as
America’s Army, or my example of Grand Theft Auto, FIFA has the same effect.
Especially for actual soccer players, FIFA is a game that
can create ideologies of how to play the game. It can be used as a learning
tool, and when I was a child, coaches encouraged me to play due to the learning
aspect. Tactically speaking, a player can learn how to move off the ball,
defensive shape, and individual creativity.
The lessons learned from playing FIFA are engrained in the
mind of the player and shapes a perception of how to play the game. This is
even stronger for people that do not play soccer. If one goes into the game
without knowing how to play the game at all, FIFA, in a way, manipulates the
player into learning through the video game. This then creates a response of
direct behavior when they go out to kick the ball around to play as they did in
the video game. This is also known as identification.
As one can see, the only difference in the propaganda
incorporated with FIFA is that it is positive. For a small paragraph the
readings spoke of how this may be considered educational, instead of propaganda.
However, I find this difficult to argue due to the fact that FIFA creates a “systematic
attempt to shape perceptions, manipulate cognitions, and direct behavior to
achieve a response that furthers the desired intent of the propagandist” (pg.
93). The sports video game does this through the same mechanisms of
effectiveness as other war video games: immersion, intense engagement,
identification, and interactivity.
From my own personal experience, when playing FIFA, one is
completely immersed in the game. If someone simply walks in front of the screen
for a split second, the player can and will react angrily, backing the
mechanism of intense engagement. In fact, there is a list of FIFA "Ten Commandments” that
includes rules such as no texting during the game, no walking in front of the
screen, etc. The full list is to the left.
The last mechanism of effectiveness to be touched on is
interactivity. In the article for this week’s readings, the rewards and
consequences described from the cybernetic feedback loop, which the article
highlights, are all negative. The author mentions shooting opponents as a
success and shooting civilians or walking off a cliff as a failure.
This alone gives the reader of this article a negative
connotation with propaganda. If instead a success was a good attack resulting
in a goal, and a failure being a defensive breakdown that leads to a goal
against you, the connotation behind propaganda could change. Along with this,
the educational aspect of learning how to tactically prevent a defensive
breakdown is beneficial to the video game player.
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