Monday, 30 September 2013

Week 9 - You no mess with Lo Wang!


Christina Klein’s (2004) article on the effects of globalization on the US and Asian film industries is quite an intriguing one. It highlights those intersecting cultures and their effects that flow on through and back to each country. While Klein (2004) focuses on the film industries, I have decided to focus on the flow on effect that this has had on the video game industry as well. As we’ve progressed through the ALC215 we have learned of the increased impact of the video game industry as an entertainment business. Just two weeks ago Grandof Theft Auto V  became the fastest selling entertainment product in history, eclipsing previous records set by box office juggernauts like Harry Potter and The Avengers.  With figures like 800 million dollars in 24 hours it’s clear that video games are big business.

Source: Google Images

While Klein (2004) highlights Asian influences on films such as 1999’s TheMatrix, from my own experience I recall a popular title that released in 1998 called Shadow Warrior. This title was a clear satire of many popular Asian stereotypes and featured references to anime and other pop culture, particularly surrounding Japan. At the time perhaps I was too young to notice, but notably this game attracted a lot of controversy for what some people felt were unhelpful depictions of Asian culture. This was particularly evident in a lot of the character dialogue spouted by lead character named Lo Wang.  The name in and of itself is a double entendre but lines such as “Ah better than acupuncture” or  “Two Wang’s are better than one” are used frequently. Sze-Fai Shui (2006) discusses the controversy that surrounded this title upon its release, describing a letter written to a popular video gaming magazine decrying the titles unrealistic depiction of Asian culture.

Even still this title was considered quite a hit for its time and a reboot for the title was released just last week. Reviews have been very positive for this title, and without exception every one that I have watched or read have mentioned a huge reduction in the perceived racist content in this title. Lo Wang’s personality is still as abrasive as ever but the double entendre’s and lines have been toned down dramatically. Similar to week 7’s discussion of Lara Croft it seems modern reboots that focus on maturing their lead characters are having great success when they focus on improving the core gameplay rather than exaggerated characters.

Cultural influences are inherently built in to many entertainment mediums and it is interesting to see the different reactions to these cultures. 


References


Klein, C 2004, ‘Martial arts and globalization of US and Asian film industries’, Comparative America Studies, vol.2, no.3, pp.360-384.

Sze-Fae Shiu, A 2006, ‘What yellowface hides: video games, whiteness, and the American racial order’, The Journal of Popular Culture, vol.39, no.1, 109-125.

Week 8 - Mila Kunis plays WOW?


Source: Google Images


At a time more recently than I’d care to admit I was hopelessly addicted to World of Warcraft, the insanely popular online MMORPG that first released in 2004 and still boasts over seven million subscribers to date.  The game is categorized by a persistent online video game world in which players create an online persona to participate in various activities. Marshall (2010) discusses the emergence of what he calls a ‘Specular Economy’ categorised by people - particularly celebrities - creating online public personas that are accessible via various social media channels. A type of two-way mirror emerges where we post a public persona in the way that we wish to be perceived publicly and at the same time people on the outside are consuming this persona. 

Marshall (2010) highlights an example where this has gone awry with the downfall of Tiger Woods. Woods had always presented himself as a highly professional, squeaky-clean family man, but was publicly outed as an adulterer. Reading this caused me to question how often this must be the case with many celebrities who are projecting their preferred image.

 
Mila Kunis is currently a very popular celebrity, no doubt with a carefully groomed online image. Among video game enthusiasts like myself there is nothing quite as attractive as a gorgeous ‘gamer girl’. While modern trends suggest that female gamers are not as uncommon as once thought, Internet gaming communities still often feel like a bit of a boys’ club. Articles like this one suggest a particular persona being groomed for Mila, especially considering her roles in entertainment products with strong gamer followings such as Family Guy, Robot Chicken and the film adaptation of the video game Max Payne. Could this appeal to a large segment of the online community be a clever ruse to increase popularity of this particular celebrity? As is seen from the example provided by Marshall (2010) it is very easy for a celebrity’s real identity to be quite different from their constructed online identity. 


References


Marshall, P.D 2013, ‘Persona Studies: mapping the proliferation of the public self’, Journalism, June 4, online edition.