Wednesday, October 16, 2013

Chapter 16: Being a Hero Ain’t What It Used to Be


In the course of this chapter, Gilsdorf elaborates on the impact and meaning of the ‘fantasy escapist entertainment’. He explains that fantasy doesn’t only serve as a source of entertainment or distraction but it has the potential to serve as a character building experience, cornerstone of a belief system or even as pure escape.

The want or fantasy to be a ‘hero’ can be satisfied in games far easily than in real life and this experience can serve a cathartic function allowing individuals to overcome troubles in real life. Gilsdorf gives examples of people who used games to help them overcome breakups and emotional stress. The hero phenomenon is also an experience that allows people to develop self-confidence and overcome inferiority complexes in some cases.

Just like pure escape, a modified version of fantasy gaming can help people who have experienced a lot of trauma ease out of their traumatic experiences or even visualize them in order to help then accept and recover. Such recuperation has been seen in the case of soldiers who used ‘Virtual Iraq’ to recover from Post Traumatic Stress Disorder. However, the tools with such therapeutic capabilities can be misused, this is evident in case when  army recruiters allow children as young as 13 to ‘play’ on advanced virtual war games like 'Virtual Iraq' to attract them to military service.

Another key argument that Gilsdorf makes is that fantasy games have the ability to act as an outlet for our primal emotions that a structured modern society deems unacceptable like violent car jacking in GTA. This outlet, however, is a double-edged sword because it can incite people to consider undertaking their virtual activities in real life.

Gilsdorf also explains that fantasy can be misused as easily as it can be benefitted from. Addicted individuals can ruin their ‘real’ life as they strive endlessly for a better virtual life. But Gilsdorf then argues that is true for all addictions and that fantasy gaming is a tool, which is as beneficial or harmful as the gamer allows it to be.

By Sookrit Malik

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