The Hidden Politics of Video Games
Posted: Sun Apr 26, 2015 2:07 pm
I saw this article at Politico and thought it brought up two subjects that a lot of us here hold dear, video games and politics. Can video games influence our political beliefs and be used as propaganda? Is that something we should worry about or just keep in mind? We know about the view that video games might promote thuggery and violence in games such as Grand Theft Auto and possibly influence young minds. What about games where you build societies and in order to win you have to choose the right political model or pick the right tax rate? And can that influence the political beliefs of that person in the future?
http://www.politico.com/magazine/story/ ... T1CcfeCOrU
Civ is also addictive because it is the ultimate political sandbox. Players can mix and match ideologies and economic systems to create a nation just the way they like it. You can have an eco-green police state, a pacifist monarchy, a fascist state with freedom of speech or a free-market theocracy. Call it curiosity, megalomania or a touch of control freak, but humans are fascinated by the chance to shape the fabric of an entire society.
Sim City is only a game, yet it is notable how many people involved in economics say it gave them their first exposure to the field. “Like many people of my generation, my first experience of economics wasn’t in a textbook or a classroom, or even in the news: it was in a computer game,” said one prominent financial journalist. Or the gamer who wrote, “SimCity has taught me supply-side economics even before I studied commerce and economics at the University of Toronto.”
Finding that magic tax point is like catnip for hard-core Sim City players. One Web site has calculated that according to the economic model in Sim City, the optimum tax rate to win the game should be 12 percent for the poor, 11 percent for the middle class and 10 percent for the rich.
In other words, playing Sim City well requires not only embracing supply-side economics, but taxing the poor more than the rich. One can almost see a mob of progressive gamers marching on City Hall to stick Mayor McSim’s head on a pike.
Yet suppose Civ had been developed in Saudi Arabia. Would theocracy be depicted as the highest form of government? Would free practice of religion be a sign of an enlightened society or a symptom of an immoral one? Or if Civ had been developed in China, would bureaucracy offer the fastest path to progress? If Sim City were based on the Swedish economic model, wouldn’t the game encourage taxing the wealthy at a higher rate than the poor?
Ultimately, the question boils down to whether games influence political beliefs in the same way that they allegedly induce violence. Just think of all those budding economists playing Sim City, or aspiring politicians and policy-makers building empires in Civilization. “Videogames can disrupt and change fundamental attitudes and beliefs about the world, leading to potentially significant long-term social change,” writes games scholar Ian Bogost in his book Persuasive Games.
http://www.politico.com/magazine/story/ ... T1CcfeCOrU
Civ is also addictive because it is the ultimate political sandbox. Players can mix and match ideologies and economic systems to create a nation just the way they like it. You can have an eco-green police state, a pacifist monarchy, a fascist state with freedom of speech or a free-market theocracy. Call it curiosity, megalomania or a touch of control freak, but humans are fascinated by the chance to shape the fabric of an entire society.
Sim City is only a game, yet it is notable how many people involved in economics say it gave them their first exposure to the field. “Like many people of my generation, my first experience of economics wasn’t in a textbook or a classroom, or even in the news: it was in a computer game,” said one prominent financial journalist. Or the gamer who wrote, “SimCity has taught me supply-side economics even before I studied commerce and economics at the University of Toronto.”
Finding that magic tax point is like catnip for hard-core Sim City players. One Web site has calculated that according to the economic model in Sim City, the optimum tax rate to win the game should be 12 percent for the poor, 11 percent for the middle class and 10 percent for the rich.
In other words, playing Sim City well requires not only embracing supply-side economics, but taxing the poor more than the rich. One can almost see a mob of progressive gamers marching on City Hall to stick Mayor McSim’s head on a pike.
Yet suppose Civ had been developed in Saudi Arabia. Would theocracy be depicted as the highest form of government? Would free practice of religion be a sign of an enlightened society or a symptom of an immoral one? Or if Civ had been developed in China, would bureaucracy offer the fastest path to progress? If Sim City were based on the Swedish economic model, wouldn’t the game encourage taxing the wealthy at a higher rate than the poor?
Ultimately, the question boils down to whether games influence political beliefs in the same way that they allegedly induce violence. Just think of all those budding economists playing Sim City, or aspiring politicians and policy-makers building empires in Civilization. “Videogames can disrupt and change fundamental attitudes and beliefs about the world, leading to potentially significant long-term social change,” writes games scholar Ian Bogost in his book Persuasive Games.