Video game of the Oppressed, by Gonzalo Frasca
November 13, 2009
Video game of the Oppressed, by Gonzalo Frasca examines the impact different types of video game genres ca have on society. Frasca make the claim that video games can act as a vehicle to deal with human relationships and social issues, while encouraging critical thinking. Frasca discusses the focal difference between narrative and video game being the dynamic of simulation.
“In temporal terms, narrative is about what already happened while simulation s about what could happen. (86)”
Frasca argues that simulation contains the element of change allowing for various different outcomes. The simulation offered in video games allows for mental simulation and interaction with the story. The player contains the power to alter the outcome of the game narrative, through various decisions made for the progression of the story.
In discussing the impact which video games can have Frasca compared the theater genre entitled Theater of the Oppressed, developed by Agusto Boal. This genre of theater combines performance and simulation in order to produce social and political simulations. This type of play engages the audience to use their critical thought in order to contribute to the overall performance Frasca also relates the is video game theory as an offset of Forum Theater, which shows multiple perspectives on a particular problem. This type of theater translated into game is referred to as Forum Video games. In this type of game participants would discuss real life situations and create games which reflect the social and personal view on the various societal topics covered. Frasca uses the computer game The Sims, a video game which, allows the participant to create a virtual world online. The computer program simulates actual events in order for one to create a functional virtual world. This simulated virtual world allows for participants to experiment with different scenarios and observe how the computer simulates the outcomes.
I can see how video game can be used as a tool to engage the participant to the point where one can simulate events in order to gather an alternative perspective. However, I do not believe that this genre of game can bring about social and personal change.