Monday, August 20, 2012

Cause and Effect


Despite the “evidence” that those fantasy-based stories found in movies and video games instigate violence, life does not reflect art. Art reflects life. Cause and effect are often confused in this regard.
Lewis Carroll’s Alice’s Adventures in Wonderland reflected (among other things) a young girl’s identity crisis as she grows from a child to a young adult. Alice changes sizes, experiences indecision, pushes back against those who push her, and repeatedly says that she doesn’t know who she is. She even faces a cross-examination by a caterpillar, who demands that Alice identify herself. Yet she cannot. Older girls experiencing puberty often share these moments of crisis (as do boys), but not because they read Alice. The book reflected how its readers felt. They didn’t feel this way because of the book.
By mentioning Alice’s identity crisis, I’ve arrived at another often-unsounded consequence of power fantasies (those experienced vicariously via movies, video games, and the like) having run amok. The most important question any person faces in their lifetime is “Who am I?” We spend our lives answering it, especially during the light-speed-years between puberty and . . . let’s say mid-twenties.
Unfortunately, this seems to be a time when we (males especially) spend a great deal of time wrapped up in the fantasy worlds of online gaming and other mediums that allow us what should only be a temporary escape from reality. Years that ought to be experienced in chrysalis are spent instead in stasis.
Because of this, we have many adults nowadays who never carved out their own, real-world identity. They’re accomplishments, weaknesses, allegiances, and so forth have all been created vicariously in a world that does not exist, with rules far removed from reality.
I’m not saying that these escapes are unproductive. In MODERATION, they are healthy. However, when a person spends more time upgrading make-believe skills for make-believe missions set in a make-believe world, then real skills for a real world, something has gone darkly astray.
It seems that my generation and those behind it have suffered an identity crisis so severe that its members are turning towards any manufactured reality with rules that they can understand. Is this because the world is changing at such a break-neck pace, politically and scientifically, that we can no longer cling to rules we recognize? Have we drowned in a world so curiously cramped by the Internet, socially retarded by the Internet, that we cannot with greater ease discover a place for ourselves?
Perhaps online games such as World of Warcraft offer more than mere escape. More than an identity, even, or a world with rules that don’t change at the drop of a hat. You can log onto an online game and discover a “clan” waiting to accept you, computer generated missions that generate purpose for its players. Such games answer more than “Who am I?” They answer “Why am I here?” and “Where do I fit in?”
So where does personal responsibility for the individual end and national responsibility for gaming and movie producers begin?  In The Guardian, film maker, Harvey Weinstein told reporter Ben Child, “I think as film-makers we should sit down – the Marty Scorseses, the Quentin Tarantinos and hopefully all of us who deal in violence in movies – and discuss our role.”
Does the entertainment industry hold a responsibility to shield audiences from too much violence? How much is too much? Or have we again confused cause and effect? If art reflects life, taking the violence out of movies and games wouldn’t subtract it from real life . . . but it will turn a blind eye to the problem, pretending it’s not there and thus failing to study and correct it.
By reducing the violence in the entertainment industry, we might reduce the violence in real life. A person might argue that such an experiment, even if it preserved only a single life, is well worth the cost. However, I propose that violence in movies and games may actually prevent real-life violence. Those who have violent tendencies, or those with temporary frustrations fast approaching a critical, boiling point, are provided by these mediums a safe, victimless outlet.
Furthermore, since art reflects life, these games and movies give us something to explore, a mirror into our minds, through which we might better understand our darker desires. Such information might prove invaluable in violence-prevention.
In an article for BostonGlobe.com, Ty Burr wrote in regards to the latest Batman movie, The Dark Knight Rises and the Colorado shooting that took place in one of the theaters showing it:
“The idea of the mask matters quite a bit . . . The superhero movies that dominate our box offices are all about mild-mannered secret identities and the power that comes with donning a facial covering. We live each day through digital masks: screen names, online personas, Twitter feeds, Facebook posts, and on and on, each an attempt to show the world the face we want to be, rather than the face we fear we have. The gunman in Aurora wore a mask, too, to protect himself from his own tear gas, or to avoid being seen, or to play to the pathetic fantasy in his head that he was Doom personified instead of an angry 24-year-old.”
I don’t think our gunman wore a mask because Batman does. I think Batman wears a mask because people, as Burr points out, want to become something else, to conceal their humanity and all its limiting flaws. Like Bruce Wayne and online critics hiding behind screen names, we want to act and speak as someone else might.
We mustn’t confuse cause and effect. Violence predates movies and video games. Violence predates the human race, itself.

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