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Can video games be educational
Can video games be educational
Violence games and their effects
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The main character’s mental health deteriorates rapidly, experiencing hallucinations and loss of reality. In one scene, there is a consistent strobe light on as he shoots and there are also mannequins where we shot the soldiers. In another, someone surprises Walker and he jumps on him and beats him to death with his gun. Walker has a hallucination that there are burning victims running towards him when he is in the middle of a later battle, and Adams calls out to Walker to get him out of it. He also has a dream that is like the hallucinations he experiences where a victim says “There was always a choice. You just fucked it up.” and “I thought my job was to protect this city from the storm, but I was wrong. I have to protect this city from you”. …show more content…
Walker wants to make sense of what he has done, but cannot reconcile his actions. Unfortunately, war necessitates having the most effective tools available and using them to your disposal whenever possible, which results in escalation of every possible violent situation. This causes exponentially more deaths. In chapter 14, after we saw Lugo die and hear him say that he has a broken arm and is surrounded, we hallucinate him as one of the soldiers we must to kill later. Then we hear a random voice say that we are a killer. In the end, we see a younger Konrad that tries to threaten to kill us, and I shot him through the head to prevent Walker from committing suicide from his hallucination. Walker’s mindset shift can be seen in the language he uses too. Earlier in the game, he would say more neutral comments like “enemy down or neutralized”, but later he cusses more often. He also says “fucking stay down” and “I guess you should have stayed home”, which might project his feelings about the situation. Since the game begins with the explanation that citizens in the US did not do anything about the disaster in Dubai, or just wrote checks, Walker may feel like he should have been one of those people. Of course, these mental health problems cause your soldiers to trust you less, which is seen at the end when we have flashbacks of Lugo and Adams tell us to snap out of it. Another scene that effects the group’s dynamic is when Lugo shot radio guy. He said that he “did what was necessary.” even though radio man let them have the microphone without a fight. Adams responded with, “You don’t get to make that call” which makes Lugo say “I just did”. Their little accountability, high independence, and the ambiguity of the situations and moral choices they are pressured to make further increase this tension. Completing horrible acts as a group and continuing to shoot people together, even after having key moral disagreements, nurtures a sense of twisted, unhealthy togetherness with my squad. Konrad and the commander’s relationship is a bit interesting. The commander thought he knew Konrad because he saved him. But he had changed too much. Even if soldiers try to be good people, ultimately they have almost always “saved many lives, but [I’ve] ended even more”. War corrupts the soldiers, making them see, experience, and be involved in horrible violence and stressful situations without their needs being met and in constant pain. Konrad said that he was meant to maintain order and Captain heard him tell us to execute someone that stole water or someone that apprehended the man but killed five innocent people while doing so. This was a high pressure moral decision in the game, although it turns out that this was a hallucination. This reinforces the theme of helplessness because I am at the mercy of hallucinations and Konrad’s twisted games. A major theme in this game is helplessness. Konrad, the major antagonist, tried to evacuate 1300 people in Dubai but they all died because of his “arrogance” in assuming it was possible. The endings lead us to a dead Konrad, making the player question all the choices he made that were exposed as mental delusions. One of the soldiers say “I know it was bad, what happened out there, but our hand was forced” and in one shootout, Adams states “Fuck, when is this gonna end?”. This represent how these soldiers feel they have no control or power over consequences of their actions, how completely exhausted they are, and why they may not honestly want control since the world is so unpredictable and confusing. The sheer power of the sandstorm is also displayed well in this game and reflects this theme. The character has a bandanna over his mouth, the overwhelming loud sound of sand blowing, and you use your arm and hand to block the sand as you move forward for cover and power over the enemy. All the while, your men may scream that you need to find cover. Nature versus man is highly relevant, especially when resources are scarce. Even ammo becomes a problem. There are other very realistic parts of the game, such as when an RPG goes off everything is quieter and there is a slight ringing in the background. All shots are heard in this game, as well as your soldiers responding, and soldiers crying out in pain. There are also splatters of blood that cover the top part of the screen when you get shot. The developer even exclaimed that the game was intended to be quite brutal and shift the focus from the main character. In most games, the main character controls almost everything. However, in Spec Ops the developer wanted other characters to respond to the player’s actions but in a more realistic self-centered way that leads to unpredictable outcomes that reflect real life. Bystanders play an important role in this game because they are often hurt and represent innocence. At the beginning of the game, the citizens threaten us and ask whether we are going to kill them too before shooting at us. This is an example of how the focus was shifted and how the game addressed the complex dynamic between the citizens and the soldiers. When the game reloads after the character dies, there are messages that pop up. In the beginning of the game, there is information about guns or the game. However, at the end it has messages that make the player question their morality like this is all your fault and you’re still a good person. It also says if you were a better person you wouldn’t be here, and this represents the overall theme of helplessness and confusion about what has happened to their characters and the reasons they are choosing to fight. The craziest of all the lines in the game’s reload screen was- to kill for yourself is murder, to kill for your government is heroic, and to kill for entertainment is harmless. The sentiment of heroism accompanying murder for your government is consistent in war games, as well as killing for entertainment, since this is often the foundation of these games. One scene in chapter 14 of the loading screen is the women we saw earlier holding her child, as the screen fades in and out of white with a lullaby in the background. No matter how hard I tried I never could escape reality.
At the end of the game, I see Konrad painting dead people with the woman holding her child at the center of it. He says 47 innocent people were killed because of his actions and that reports of his survival were “greatly exaggerated. My player has flashbacks about the worst experiences he experienced. My soldiers saw me react to outlandish hallucinations that attempted to make me be the “hero” and realign myself morally. Understanding that this game was fueled by my hallucinations was very upsetting. It made me question whether Spec Ops could be considered a game or art, since my enjoyment decreased. I came to the conclusion that it should be considered a game and art because there were high levels of creativity in the gameplay, storyline, and characters. Each development was well-thought out and the player had an integral role in the …show more content…
experience. This game was made with the intention for the player to question themselves and the military industrial complex.
Tavinor’s article argues that video games should be categorized as art. He outlines competition as one of the reasons that people to object to including games as an art form. However, competing does not take away from the aesthetic value of the game, and like Tavenor stated, if someone were to submit a poem into a contest no one would think twice about considering that art. When does competition start? If someone makes a painting with an intent to make something prettier than their brother has, would that be considered art? I think that competition is not a factor. There are marvelous aesthetics in Spec Ops that I doubt anyone can not call art if they have seen the game. Art has a long history of breaking through molds and forcing people to see concepts differently. Spec Ops broke the mold of what I assumed war video games could be and made me see the complexity of war differently. It made me asks questions I never thought to produce before, which I think is one of the most valuable aspects of art. As The New Art of Video Games states, these works engage with their audiences differently by using a narrative and letting their decisions change the outcomes. It may be a unique form of art because of its roots in technology, but that is no reason to reject it. One question did stick with me as a result of playing this game. At the end, a soldier asked how we survived
all of this, and Walker responded with “Who said I did”. This makes me ask: if you won but lost your soul, did you really win? *works cited on next page
Massachusetts Bay Colony, 1692. In Puritan society this early on, mental illnesses were not addressed. They were thought of as supernatural occurrences, and in the rare cases it was recognized as something wrong with the individual, they were thrown into an asylum. Quite simply, social and psychological sciences weren’t advanced, if in existence at all. Subsequently, it’s made quite clear that Abigail Williams is a Schizophrenic throughout the play. The reader is brought to this revelation due to her having auditory and visual hallucinations, social paranoia, and having trouble with executive functioning.
In The Crucible, many individuals in the Salem community lost their lives due to the fictitious thought that witchcraft had arisen in the town. Likewise, many civilians died as a result of police officers belief that the general public preyed on them. This type of paranoia can lead to the destruction of lives. Statistics show that rather than the citizens hunting down police officers, the media exaggerated this idea. This media tactic unnecessarily endangers innocent lives. The idea of a “witch hunt” does not only happen in stories, it has a role in the everyday lives of Americans.
Inside us all there is a deep dark fear this is what grabs us by the thresh hold of life. It controls the most important aspects of our lives. This is found within the deepest and darkest chasms of our souls. The very creature that wreaks havoc in our minds we cage and never confront we lock this beast away to afraid to overcome it. If the beast is not confronted it begins to contort and change who we are as a person and how we interact with others. Even the very decisions we make as a person to affect those around us and are loved ones to also suffer the consequences of our actions. Such as the crucible and how each person was warped into their own monster by greed.
Arthur Miller’s political allegory of McCarthyism, in the form of The Crucible, has been adapted into a faithful companion to the play that is able to incorporate the emotions and atmosphere that may not have been available to some in the play. Miller’s screenplay is very faithful to the book, having many of the same lines and situations the character in the play experience. Because of this, we are able to make an active connection to the play, thus expanding our understanding of the play. Lead by Daniel Day-Lewis, The Crucible’s plot is portrayed by a solid cast, who, for the most part, are able to engross the viewer into the story. The film contains many captivating scenes that exemplify hysteria meant to be depicted in the play, that demands the viewers attention while also immersing them in emotions. The film adaptation of The Crucible is a well produced version of the play that not only serves as a companion to the play, but an entertaining and though provoking experience.
“Whatever hysteria exists is inflamed by mystery, suspicion, and secrecy. Hard and exact facts will cool it.” – Elia Kazan. In the crucible, Arthur Miller describes the witch trials and the hysteria that was caused by it. The fear of the devil overwhelms reason and makes the town of Salem even more afraid. In the story, Marry Warren falls under hysteria and through her, Arthur Miller explains that fear causes people to leave behind all their logic and reason.
Hysteria is characterized as an uncontrollable outburst of emotion or fear, often characterized by irrationality. Wherever hysteria takes place, it seems to condone distortion of the truth, unfathomable actions, and illogical accusations causing communities to rip apart. Hysteria supplants logic and enables people to believe that their neighbors, whom they grown to trust, do things that one would normally find anomalous. People who died in the haste of fear and uncertainty were often unnecessary because fear clouds the judgment and perception of a person.
In Arthur Miller 's famous play The Crucible, innocent people are falsely accused of witchcraft and are killed as a result. Even the thought of witchcraft in Salem, Massachusetts in the late 1600s would put the whole village into mass hysteria. Mass hysteria refers to collective delusions of threats to society that spread rapidly through rumors and fear. This is the main cause of why so many people were arrested and killed for witchcraft. One way people could save themselves was by falsely confessing to have performed witchcraft. Many people did not do this though. This is because the townspeople were held to very strict moral values and must uphold their good name in society. They did not want a bad reputation. In The Crucible, by Arthur
It comes to a point in life when fear controls you and causes harm to you and everyone else in your environment. History repeats itself when fear is involved. In the Salem Witch trials, fear caused people to accuse the innocent of being witches. After World War Two, Americans feared sabotage from Japanese and locked up all the Japanese even if they were innocent. After 9/11, fear caused people to believe all Muslims were evil and could harm you. Being afraid of something can eventually become dangerous to you. In some cases, fear becomes dangerous to other people around you like in Salem.
What does the word crucible, mean to you? In fact, crucible has multiple meanings. A play called The Crucible, tells of the Salem witch trials that took place in 1692. Many innocent people died during the trials or admitted to accusations that they truly never committed, just to save their lives. The witch trials were a devastating time for the people of Salem. The play fits the multiple definitions all too well. This essay helps prove that all three of the definitions clearly make the title The Crucible, the perfect name for the play. A pot made of porcelain that can be heated to high temperatures, but not break, a severe test, and a place or situation that influences change or development are the three definitions of the word crucible that fit perfectly with the plot of the play, the major themes, concepts, and characters, making it the ideal title.
The year is 1692 in Salem, a small town in Massachusetts, and the Puritans community is in serious trouble. In the story “The Crucible” by Arthur Miller, the Puritans community is in the Salem court where John Proctor admits to committing adultery to Abigail Williams who at the time was very young. Abigail Williams is where the court started after she is involved in the case where John Proctor is accused of committing adultery with her. Abigail also lead the girls and their witchcraft accusations in court. Abigail truly believed that John Proctor still had love for her.
The Final Act of The Crucible The final act in the play, act four, fits into the plot three months later, after the court case and all the hangings of the condemned have taken place. It is a scene full of tragedy, defeat, misjudgement and misery. The audience should be left finding themselves asking questions, as 'The Crucible' is a reminder of how evil can be committed by everyday people. This final act shows all the journeys the characters have travelled, in some cases from beginning to end. The way in which some of the characters act reflects the society they live in where in some cases the characters will be of principles and in others they will not.
The Crucible – It can withstand extreme conditions. While heating metals in it, the impurities come up to the surface and the pure substance can be obtained. It basically helps in separating pure and impure substances.
In his article "Violent Video Games Recruit American Youth" from the journal Reclaiming Children and Youth, William Lugo raises awareness of the US Army's use of video games as a tool to recruit young gamers while arguing against the lack of ethics used in this technique. William Lugo introduces his article by describing a stunning event in which armed soldiers repell out of Black Hawk helicopters and surround Los Angeles' convention center to promote their game America's Army. He then goes on to describe the game and some of its objectives like how you are recquired to pass basic training, where you go through training exercises actually used in the military, and complete missions like defending oil pump stations from terrorist attacks. After describing the game, he gives a very important fact about the game that seperates it from similar games, it's free.
John Milton, an English poet, once said, “Innocence, once lost, can never be regained; Darkness, once gazed upon, can never be lost.” This is true of many situations, but especially so in war. The sight of premature death, grotesque injuries, and unnecessary sacrifice is impossible to forget. This is illustrated clearly in Walter Dean Myer’s graphic novel, Fallen Angels, through the protagonist Richard Perry’s development from a clueless, unprepared soldier to a scarred, weather-beaten veteran, through Richie’s experiences of his comrade’s death, the struggle of right verses wrong, and the terrifying futility of war.
Each week in the news, there’s a new tragedy, political crisis, or groundbreaking story. People form opinions on these, and especially controversial stories can lead to mass hysteria and panic. This same cycle can be seen in The Crucible by Arthur Miller. His depiction of the Salem Witch Trials excellently illustrates how the people of Salem, Massachusetts in 1692 were swept up in a case of mass hysteria which resulted in the death of 19 innocent people. One may look at this case, see the lessons from it and think it would be impossible in today’s society, when in fact the opposite is true. It happens every day, and in a much greater volume than ever possible in colonial America. Arthur Miller had the insight to see how the trials related to