TY - JOUR PY - 2017// TI - Selective realism: filtering experiences of war and violence in first- and third-person shooters JO - Games and culture A1 - Pötzsch, Holger SP - 156 EP - 178 VL - 12 IS - 2 N2 - The present article develops the concept of selective realism to understand how design features and narrative frames of first- and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as problematic forms of violence, long-term psychological impacts, or sociopolitical blowbacks. Identifying four specific filters that frame player experiences, I argue that the resulting selectivity is significant because it is characteristic of the F/TPS genre as a whole that, through its wide dissemination, impacts upon the cultural framing of actual warfare. The article illustrates features of selective realism before it conducts in-depth analysis of the titles Spec Ops: The Line and The Last of Us to show how critical game design can invite a conscious unraveling of the generic frames and the ideological positions these invite. The article concludes with a reassessment of arguments regarding alleged sociopolitical impacts of war- and violence-themed computer games.

Language: en

LA - en SN - 1555-4120 UR - http://dx.doi.org/10.1177/1555412015587802 ID - ref1 ER -