Video games and domestic strife in The Breakup
1 2014-08-30T13:31:10-07:00 Steve Anderson 3e015d75989f7e2d586f4e456beb811c3220a805 3025 1 Male bonding over a home console videogame conflicts with sex and domestic harmony plain 2014-08-30T13:31:10-07:00 Critical Commons 2006 Video The Breakup 2014-08-30T18:58:49Z Steve Anderson 3e015d75989f7e2d586f4e456beb811c3220a805This page has paths:
- 1 2014-09-05T14:17:07-07:00 Steve Anderson 3e015d75989f7e2d586f4e456beb811c3220a805 Media Chronology Steve Anderson 23 A chronological gallery of all media included in this project structured_gallery 2014-09-09T07:35:30-07:00 Steve Anderson 3e015d75989f7e2d586f4e456beb811c3220a805
This page is referenced by:
- 1 2014-09-03T09:46:59-07:00 Games of the 2000s 18 plain 2014-09-04T14:24:28-07:00 Social normativity What I have termed here "socially normative" depictions of games and gamers differ from the conventions of "negative stereotyping" seen in the preceding examples of addiction, violence and sexual repression in cinematic games. Social normativity refers to those depictions of games and gamers that serve to suppress the transformative potentials of interactive entertainment, framing them instead within a reassuring context of containment and continuity with existing gender relations and social order. Although they may indeed sometimes be understood as "negative," these depictions are most important to understand as being trivial, with a scope of consequence that is limited to a single relationship or insular social milieu. Games, in this context, are rendered impotent and irrelevant as potential agents of social change or civic engagement. Released in 1996, Doug Liman's Swingers prefigures a genre of cinematic treatments of games that came to fruition in the 2000s when console games were fully integrated into the domestic lives of the twenty-something generation. Vacuousness, profanity and homophobia are characteristic of these twenty-something gamer dudes, for whom the trivial banality of game worlds is coextensive with the real world. Swingers also represents the introduction of the paradigmatic gamer-dude character coined by Vince Vaughn, which would reappear with only minor variations in subsequent romantic comedies The Breakup (2006) and Couples Retreat (2009). The Breakup (2006) Vince Vaughn chooses video games over his girlfriend in The Breakup. In a battle between the sexes among a couple in the process of breaking up, videogames exacerbate the divide between men and women. A generation earlier, this scene would have played out over the image of a loutish male watching TV rather than paying attention to his partner. Couples Retreat (2009) Vince Vaughn continues to typify the quintessential video game obsessed dude, whose homosocial bonding takes precedence over his heterosexual romantic relationship. This scene also continues a long tradition of cinematic depictions of showcase game play sequences that directly incorporate game aesthetics but provide little narrative exposition. 40 Year Old Virgin (2005) This extended sequence crystallizes many of the social tensions that surround depictions of video games on film, when stereotypical gamer dude homophobia is intercut with attempted heterosexual romance. This scene brings together multiple tropes in the representation of video games on film and television: hyperviolence, homophobia, social awkwardness, introversion, antisocial behavior, linkages between sex and violence, etc. The implicit critique of video games and the derogatory use of "gay" in gamer vernacular speech is muddled by the film's ambiguous attitude toward games and other artifacts that question the main character's masculinity. Basically, this film's politics are a mess and most of the reasons for it are evident in these scenes.
- 1 2014-08-25T11:59:38-07:00 Social Normativity 14 plain 2014-09-16T15:45:52-07:00 Socially normative depictions of games and gamers differ from the conventions of "negative stereotyping" seen in this project's discussions of the purported antisocial effects of video games, such as addiction, violence and sexual repression. What I have termed here "socially normative" are those depictions of games and gamers that serve to suppress the transformative potentials of interactive entertainment, framing them instead within a reassuring context of containment and continuity with the existing social order. Although they may indeed sometimes be understood as "negative," these depictions are most important to understand as being trivial, with a scope of consequence that is limited to a single relationship or insular social milieu. Games in the eyes of Hollywood, at the exact moment when real world games are most actively exploring "serious" topics and potentially beneficial social dynamics, are presented as impotent and irrelevant as agents of societal change and civic engagement. Among the most relentlessly trivializing visions of games ever produced in Hollywood is the romantic comedy The Break-Up (2006). Starring Vince Vaughn and Jennifer Aniston, The Break-Up is the story of a couple in the process of ending their relationship in part because Vaughn plays video games obsessively on the couch, while neglecting his girlfriend (Aniston). Ultimately, the two decide to continue cohabitating in their jointly owned condominium and proceed to torment each other - Vaughn by coaxing Aniston's male suitors to play video games with him rather than go out on dates with her, and Aniston by exploiting the fact that she is no longer sexually available to her former partner. In Couples Retreat (2009), Vince Vaughn reprises his role as the quintessential video game obsessed dude, whose game-based homosocial bonding takes precedence over heterosexual romance (see also Mallrats, The Big Bang Theory). This scene also continues a long tradition of cinematic depictions of showcase game play sequences that directly incorporate game aesthetics but provide little narrative exposition. When Vaughn turns out to be an expert Guitar Hero player during a macho showdown, the two characters lapse into a different genre of videogame vernacular, receiving directions as if part of an RPG quest. Although they catalyze a competition and reconciliation, games are nonetheless positioned as a trivial distraction, in opposition to the concurrent seduction of the player's wife by a hypermasculine rival in the real world. This extended sequence from The 40 Year Old Virgin (2005) crystallizes many of the social tensions that surround depictions of video games on film, when stereotypical gamer dude homophobia is intercut with attempted heterosexual romance. This scene brings together multiple tropes in the representation of video games on film and television: hyperviolence, homophobia, social awkwardness, introversion, antisocial behavior, linkages between sex and violence, etc. The implicit critique of video games and the derogatory use of "gay" in gamer vernacular speech is muddled by the film's ambiguous attitude toward games and other artifacts that question the main character's masculinity.
- 1 2014-09-04T15:03:16-07:00 Independence 9 plain 2014-10-06T13:40:39-07:00 The moral panic that characterizes much of the contemporary cultural discourse surrounding videogames condemned the notion of teenagers using games to assert or develop their independence. However, a subset of films from the 1980s resisted the blanket condemnation of games and their emancipatory potential for young people. In the low-budget, youth-oriented feature film Night of the Comet (1984), Regina, a teenage girl played by Catherine Mary Stewart, uses her work time in a movie theater to play video games, provoking the ire of her boss during unnecessarily protracted game play sequences of the Atari game Tempest (1981). In addition to using her video game prowess to resist doing menial chores in the theater, Regina is saved from destruction when a comet strikes the earth because she is having sex with her boyfriend in the theater's projection booth. Contrary to the narrative conventions of mainstream teen movies of this era, both video game skills and teenage sex are rewarded rather than punished. The film also does not hesitate to position Stewart as the undisputed champion of the Tempest game, causing her to be upset when a male challenger's initials appear among the top ten scores of the game. A similar scene recurs a decade later in the movie Hackers (1995), when Angelina Jolie's top score is beaten by her future love interest Johnny Lee Miller. However, the character of the sexually liberated girl gamer played by Stewart in Night of the Comet reverts to more traditional gender roles the very next year, when Stewart is relegated to the role of the neglected girlfriend in The Last Starfighter (1984). Decades later, when Hollywood returns to the narrative conceit of video games superceding romantic relationships in films such as The Breakup (2006) and Couples Retreat (2009), home consoles may be seen to play a very different role than the exo-domestic arcade consoles of The Last Starfighter. In The Last Starfighter, a teenage video game prodigy (Lance Guest) earns the adulation of his intergenerational trailer park community by breaking the high score record on the Last Starfighter arcade game, not realizing that the game was being used by an alien civilization to recruit expert players to assist them in an intergalactic war in the real world. The sequences of simulated game play were produced by Atari in anticipation of a Last Starfighter video game release that fell victim to the game industry crash of 1983. Although they are being used to cultivate teenage military competence -- a problematic conceit that returns in Toys (1992) and Ender's Game (2013) -- the general framing of videogames as catalysts for teenage competence and independence from parental or societal control is uniquely characteristic of the decade's dispensation toward games and their potential for positive impact on real world social behavior. Released the same year as the McIntosh computer (which was memorably marketed as a device capable of delivering the masses from totalitarian bondage), The Last Starfighter tapped into nascent PC-era cultural fantasies of technology as a means of improving one's social status. In D.A.R.Y.L. (1985), an android boy who has lost his memory begins to suspect he is not an ordinary human when he turns out to be an expert player of the racing game Pole Position on an Atari home computer system. In this protracted sequence of game play, D.A.R.Y.L. reveals the film industry's fascination with the emerging genre of computer-generated imagery and its willingness to profit from association with video games in popular culture. Narratively, D.A.R.Y.L.'s video game playing skills demonstrate their value when he turns out to be an expert car driver in the real world, allowing him to escape from his military creators. As D.A.R.Y.L.'s social skills and self-knowledge improves -- essentially reforming his autistic-like social tendencies to more socially acceptable behavior -- he is ultimately integrated into his adopted family as if he were an ordinary child. Even during the games-positive decade of the 1980s, few films achieved the level of synergy seen in Todd Holland's The Wizard (1989). Created through a close collaboration between Universal Pictures and game manufacturer Nintendo, the film presented audiences with their first glimpse of both Nintendo's newest version of the popular Super Mario Bros. franchise and its now infamous Power Glove controller. Although it comes close to decade's end, The Wizard offers perhaps the most unwaveringly boosterish vision of games culture, featuring multiple, protracted sequences of on-screen game play featuring Nintendo titles, leading up to a climactic showdown in which contestants play Super Mario 3 as a spectator sport at Universal Studios in Los Angeles. Audience reactions to the final competition offer a final moment of redemption and familial bonding toward the withdrawn videogame prodigy who turns out to be using games as a way of working through a trauma related to his sister's death. In Cloak and Dagger (1984), a boy whose PC game play is not valued at home resorts to a fantasy world that extends a game narrative into the real world. This scene is typical of the generational conflict surrounding games as they are often depicted in Hollywood. Although the fantasy narrative of the boy's online game persona initially creates conflict with his uptight military father (Dabney Coleman), a parallel narrative with Coleman's alter ego, the adventurous spy Jack Flack softens the underlying critique of PC games as a destructive presence in the domestic sphere. In Cloak and Dagger, games serve as a form of domestic therapy that supports intergenerational play, a theme that would be explored further in The Wizard (1989) and Star Trek: Deep Space Nine (1992-99).