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Kuin Surmaisi Polygonin Tampereen yliopisto Lassi Lapintie Kuin surmaisi polygonin Väkivaltaisten videopelien viholliskuvien moraaliset perusteet Pro gradu Viestinnän, median ja teatterin yksikkö TAMPEREEN YLIOPISTO Viestinnän, median ja teatterin yksikkö LAPINTIE, LASSI: Kuin surmaisi polygonin. Väkivaltaisten videopelien viholliskuvien moraaliset perusteet Pro gradu -tutkielma, 131 s., 8 liites. Tiedotusoppi Toukokuu 2015 Tämän pro gradu -tutkielman aiheena ovat väkivaltaisten videopelien viholliskuvat tarkasteltuna sosiaalipsykologian moraalisten perusteiden MFT-teorian näkökulmasta. Analyysissä käytössä on strukturalistiseen semiotiikkaan perustuva, itsekehitetty menetelmä. Tarkoitus on selvittää, miten väkivaltaiset videopelit luovat ja ylläpitävät semioottisella tasolla viholliskuvaa, joka mahdollistaa väkivaltaisen tappamisen osana sujuvaa viihdekokemusta ilman pelaajan kielteisten omantunnon tuntemusten heräämistä. Tutkin epäinhimillistämisen prosessia, jolla vihollinen pidetään oikeudenmukaiseen kohteluun oikeuttavan ”oikeuden piirin” (scope of justice) ulkopuolella siten, ettei hän herätä empatiaa pelaajassa. Analysoin viholliskuvan semioottisia osia moraalisten perusteiden teorian näkökulmasta ja puran viholliskuvan sen moraalisiin perusosiin. Niiden toiminnan pohjalta rakennan yleistettäviä viholliskuvan tyyppejä, joita voidaan havaita useista eri videopeleistä. Jonathan Haidtin ja Craig Josephin kehittämästä ja Haidtin kirjassa The Righteous Mind (2012) käsitellystä sosiaalipsykologian MFT-teoriasta on tässä tutkimuksessa johdettu moraalin kuusi perustetta eli moraalimoduulia, jotka toimivat teoreettisina peruskivinä inhimilliselle moraaliselle ajattelulle. Näitä moraalisia perusteita ovat uhkan, vierauden, huijauksen, saasteen, uhman ja sorron moduulit. Tuloksena löytyi useita moraalisia vihollistyyppejä, joiden olemassaolo havaittiin useassa aineiston pelissä, ja joitakin tyyppejä, jotka esiintyivät aineistossa vain kerran, mutta joita olisi todennäköisesti mahdollista löytää myös muista peleistä. Tuloksissa viholliskuvan moraalisten perusteiden havaittiin perustuvan ennen kaikkea uhkan, sorron ja uhman moduuleihin. Kolme muuta moduulia, eli vieraus, huijaus ja saaste, jäävät aineistossa vähemmän merkittävään asemaan. Päätelminä voidaan todeta, että väkivaltaiset videopelit luovat ja ylläpitävät viholliskuvaansa yksioikoisella konfliktilla, jossa vihollisen tappamisen moraalisuus perustuu tämän vaarallisuuteen, vallan väärinkäyttöön ja yhteiskuntaa järkyttävään uhmaan. Jatkotutkimuksessa analysoitavaksi tulisi ottaa myös väkivaltaisten pelien sankarikuva ja laajempi valikoima eri lajityyppejä edustavia pelejä. Avainsanat: videopelit, pelit, väkivalta, väkivalta mediassa, videopeliväkivalta, moraali, moraalisten perusteiden teoria (MFT), sosiaalipsykologia, semiotiikka Sisällysluettelo 1 Johdanto.............................................................................................................................................1 1. 1 Gothamin sankari, Shanghain kostaja...................................................................................................2 1. 2 Pelit osallistumisen mediana.................................................................................................................4 1. 3 Pelit ja väkivalta – ikuinen kiista..........................................................................................................5 2 Teoria.................................................................................................................................................7 2.1 Moraali ja pelit tutkittavana ..................................................................................................................7 2.2 MFT-teoria ja moraalin perusteet...........................................................................................................9 2.3 Moraalimoduuleiden lähteet................................................................................................................13 2.3.1 Uhkamoduuli..................................................................................................................................................13 2.3.2 Vierausmoduuli..............................................................................................................................................14 2.3.3 Huijausmoduuli..............................................................................................................................................14 2.3.4 Saastemoduuli................................................................................................................................................15 2.3.5 Uhmamoduuli.................................................................................................................................................16 2.3.6 Sortomoduuli..................................................................................................................................................17 2.4 Semioottisen teorian alkuperät.............................................................................................................18 2.5 Semiotiikka pelitutkimuksessa.............................................................................................................20 2.6 Pelien kahdet kasvot: representaatio ja mekaniikka.............................................................................22 2.7 Tutkimusongelma ja -kysymykset.......................................................................................................24 3 Metodi ja aineisto............................................................................................................................26 3.1 Analyysin lähtökohdat.........................................................................................................................26 3.2 Moraalimoduulien laukaisimet............................................................................................................27 3.2.1 Uhkalaukaisimet.............................................................................................................................................29 3.2.2 Vierauslaukaisimet.........................................................................................................................................32 3.2.3 Huijauslaukaisimet.........................................................................................................................................33 3.2.4 Saastelaukaisimet...........................................................................................................................................34 3.2.5 Uhmalaukaisimet............................................................................................................................................36 3.2.6 Sortolaukaisimet.............................................................................................................................................37 3.3 Aineiston valinta ja keruu....................................................................................................................39 3.4 Aineiston pelit......................................................................................................................................41 3.4.1 Dishonored (2012)..........................................................................................................................................41 3.4.2 Max Payne 3 (2012).......................................................................................................................................42 3.4.3 Deus Ex: Human Revolution (2011)..............................................................................................................42 3.4.4 Call of Duty 4: Modern Warfare (2007).........................................................................................................42 4 Analyysi...........................................................................................................................................44 4.1 Kalastajakuningas ruton ja riiston kaupungissa - Dishonored (2012)..................................................45 4.1.1 Itkijät..............................................................................................................................................................47 4.1.2 Kaupunginvartio.............................................................................................................................................49 4.1.3 Roistot............................................................................................................................................................52 4.1.4 Salamurhaajat ................................................................................................................................................53 4.1.5 Dishonored kokonaisuutena...........................................................................................................................55 4.2 Langennut suojelusenkeli etelän helvetissä - Max Payne 3 (2010) .....................................................57 4.2.1 Comando Sombra ja Favelan jengit...............................................................................................................58 4.2.2 DeMarco-mafia..............................................................................................................................................60 4.2.3 Unidade de Forças Especiais..........................................................................................................................62
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