Bad Object 2.0: Games and Gamers

Generational conflict

Generational roles are reversed in the 1991 episode of Star Trek: The Next Generation (TNG), titled "The Game," in which an alien video game technology causes the entire Enterprise crew to become addicted to the game, making them vulnerable to mind control. The addictive qualities of the game are linked to sexual pleasure, which is ironically resisted by two teenagers, while the adults in the episode cheerfully embrace their addiction and ultimately physically force all crew members to submit. In it's continuing mission to deal with pressing social issues, TNG here resorts to multiple cliche's of the moral panic surrounding videogames. In addition to sexual pleasure and addiction, the games become vehicles for mind control and alien invasion. TNG also explored the issue of video game addiction in the season 3 episode "Hollow Pursuits" (1990), in which it is revealed that Lt. Barclay is using the Holodeck to escape from reality. The spinoff series Deep Space 9 would return to the themes of adolescent addiction and games as therapy with the episode "It's Only a Paper Moon" in 1998. In this episode, an adolescent boy has taken refuge in the space station's "holo-suite," which is generally used for recreation and alternative narrative scenarios. A meeting of station officers and concerned parties including a therapist and physician is convened to discuss the situation. The suggestion that spending time in a virtual world may serve a therapeutic function is initially ridiculed, but is ultimately accepted as a course of action by which it is hoped the boy may return to normal functioning.

In Toys (1992), Robin Williams discovers that his family's toy company is developing war games for children to play that are being used in real world military missions. The children in this scene, who believe themselves to be innocently playing videogames are in fact blowing up real people and military targets. This is typical of the Hollywood critique of games, in which players are consistently victimized, hyperviolent and stripped of any real world agency by game manufacturers.

The "Virtual Reality" episode from NBC's prime time television comedy Mad About You (1994) crystallizes numerous stereotypes of the cultural imaginary surrounding virtual reality in the 1990s. Series protagonist Paul Buckman (Paul Reiser) has decided to invest in a virtual reality system developed by a preteen computer genius, which allows for an impossible array of VR experiences spanning the usual range of erotic, exotic or adventurous experience. Narrative tensions emerge over whether the system should be regarded as a "video game," a trivializing designation in the mid 90s, which would mark it as an illegitimate investment. After Paul tests the system with a virtual encounter with supermodel Christie Brinkley, he later attempts to assuage the resulting domestic turmoil with his wife (Helen Hunt), by dismissing the experience as being simply "a video game."


This virtual reality-based gaming sequence in Brett Leonard's The Lawnmower Man (1992) opens with the promise that, "in here, we can be anything we want to be." In this fantasy of the cinematic imaginary, bodies become liquid and unconstrained by laws of physics and biology as they play out the ultimate in VR fantasy narratives, tapping into the character's "primal mind" until it becomes a literalization of Julian Dibbell's cautionary tale of early internet culture, "A Rape in Cyberspace" published in The Village Voice in 1993.

In spite of the film's focus on emerging technologies of the 1990s, videogames play a relatively minor role in Iain Softley's Hackers (1995). However, games play a key role in an initial gender-based competition cum romance between teenage hackers Angelina Jolie and Johnny Lee Miller. When Miller defeats Jolie at a public arcade version of Wipeout (Psygnosis 1995), it sparks a rivalry that can only be resolved through a competition in computer hacking and ultimately by the two teaming up to defeat a cynical black hat hacker and systems administrator (Fisher Stevens). As is often the case with videogame narratives on film, on-screen gameplay is used as a surrogate for the relatively non-visual activities of computer programming. Unlike video games, which had fully entered the visual vocabulary of Hollywood by mid-decade, depictions of computer programming still ranged from real-time keyboard typing of The Net (1995) to extremes of psychedelic, 3D motion graphics that appear in several different scenes of Hackers, drawing overt parallels between the fluidity with which the film's teenage cast is able to traverse urban spaces and digital environments, as compared with the constipated physical and technological blockages of older generations.

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