Gaming Controversies and Moral Panics As Rites of Passage JYVÄSKYLÄ STUDIES in Humanities 323

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Gaming Controversies and Moral Panics As Rites of Passage JYVÄSKYLÄ STUDIES in Humanities 323 JYVÄSKYLÄ STUDIES IN HUMANITIES 323 Tero Pasanen Beyond the Pale Gaming Controversies and Moral Panics as Rites of Passage JYVÄSKYLÄ STUDIES IN HUMANITIES 323 Tero Pasanen Beyond the Pale Gaming Controversies and Moral Panics as Rites of Passage Esitetään Jyväskylän yliopiston humanistis-yhteiskuntatieteellisen tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston vanhassa juhlasalissa S212 syyskuun 2. päivänä 2017 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Humanities and Social Sciences of the University of Jyväskylä, in building Seminarium, auditorium S212, on September 2, 2017 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2017 Beyond the Pale Gaming Controversies and Moral Panics as Rites of Passage JYVÄSKYLÄ STUDIES IN HUMANITIES 323 Tero Pasanen Beyond the Pale Gaming Controversies and Moral Panics as Rites of Passage UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2017 Editors Raine Koskimaa Department of Music, Art and Culture Studies, University of Jyväskylä Pekka Olsbo, Ville Korkiakangas Publishing Unit, University Library of Jyväskylä Jyväskylä Studies in Humanities Editorial Board Editor in Chief Heikki Hanka, Department of Music, Art and Culture Studies, University of Jyväskylä Petri Karonen, Department of History and Ethnology, University of Jyväskylä Paula Kalaja, Department of Language and Communication Studies, University of Jyväskylä Petri Toiviainen, Department of Music, Art and Culture Studies, University of Jyväskylä Tarja Nikula, Centre for Applied Language Studies, University of Jyväskylä Epp Lauk, Department of Language and Communication Studies, University of Jyväskylä Permanent link to this publication: http://urn.fi/URN:ISBN:978-951-39-7152-6 URN:ISBN:978-951-39-7152-6 ISBN 978-951-39-7152-6 (PDF) ISSN 1459-4331 ISBN 978-951-39-7151-9 (nid.) ISSN 1459-4323 Copyright © 2017, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2017 ABSTRACT Pasanen, Tero Beyond the Pale: Gaming Controversies and Moral Panics as Rites of Passage Jyväskylä: University of Jyväskylä, 2017, 102 p. (Jyväskylä Studies in Humanities ISSN 1459-4323; 323 (print) ISSN 1459-4331; 323 (PDF)) ISBN 978-951-39-7151-9 (print) ISBN 978-951-39-7152-6 (PDF) Throughout the history of Western popular culture, new emerging forms of media have been perceived as threats to social norms, societal order and moral foundations. The present compilation dissertation situates the medium of digital games into this centuries-old continuum. This study contents that controversies and moral panics that originate from the aforementioned concerns should be perceived as cultural rites of passage for new media, which indicate their transition from one state into another, from periphery into mainstream. This study demonstrates that gaming controversies and moral panics are rarely situational or random events. Rather, they are manufactured through social interaction by individuals and interest groups, driven by various sociopolitical motives. These rhetors have created a host of discourse units, which are used to construct multifaceted narratives and ontological claims that shape the social reality of digital games. The thesis also explores several sociocultural factors that are generally shared by gaming controversies and moral panics. Furthermore, the dissertation maps the cultural evolution of these socially constructed events. Albeit the classic controversial themes of violence, crime and sex still generate social concerns, these incidents have evolved from mere representation-, content- or effects-based contentions into broader cultural discussions that deal with more comprehensive societal issues. Controversies and panics are products of their zeitgeist and surrounding culture. The study also examines moral and cultural boundaries that inhibit the scope of expression of digital games. These implicit restrictions demonstrate that the new societal status of the medium is still being negotiated. Lastly, the medium-specific qualities of gaming controversies and panics are analysed. Keywords: game studies, digital games, moral panic, gaming controversy, gaming culture, game violence. Author’s address Tero Pasanen Department of Music, Art and Culture Studies University of Jyväskylä, Finland [email protected] Supervisors Raine Koskimaa Department of Music, Art and Culture Studies University of Jyväskylä, Finland Marko Siitonen Department of Language and Communication Studies University of Jyväskylä, Finland Reviewers Jaakko Suominen University of Turku Tanja Sihvonen University of Vaasa Opponent Jaakko Suominen ACKNOWLEDGEMENTS The composition of this dissertation has been a long journey. I would like to acknowledge the following individuals and organisations for their input and support. First, I would like to thank my wife Annu for her extraordinary patience. I also own a great gratitude to my parents and the Palviainen family for all their help. I also wish to thank Tuukka Skottman, Tuomas Lemetyinen, Tanja Koort, Juha Mäkinen; my supervisors Raine Koskimaa and Marko Siitonen; my fellow graduate students and colleagues, especially Jonne Arjoranta, Jukka Varsa- luoma, Tanja Välisalo, Reija Kuoremäki and the rest of the Agora crew. A spe- cial thanks to Päivi Fadjukoff, Jaakko Suominen, Tanja Sihvonen and Daniel Riha. The project would have not been possible without the funding from the Academy of Finland, University of Jyväskylä, Agora Center and Jyväskylän yliopiston tieteentekijät (JYTTE) ry. This dissertation is dedicated to Mimosa. Jyväskylä 2.9.2017 Tero Pasanen LIST OF FIGURES AND TABLES FIGURE 1 A cancelled Wolfenstein 3D modification SonderKommando Revolt (Team RayCast, 2010) attempted to depict the Holocaust through crude run-and-gun mechanics (above). I Have No Mouth, and I Must Scream (Acclaim Entertainment, 1995) and Spec Ops: The Line (2K Games, 2012) handled taboo subject matters by situating them into fictional settings (below). ...... 49 FIGURE 2 Screenshots from The Slaying of Sandy Hook Elementary. .......... 54 FIGURE 3 The Jihad Simulator. Screenshots from an ISIS recruitment video, using captured gameplay footage from GTA V. .......... 60 FIGURE 4 Screenshots from a few articles that declared the death of male gamer identity. ..................................................................... 67 TABLE 1 Dominant discourse units and their definitions. ...................... 56 TABLE 1 Marginal discourse units and their definitions. ........................ 57 LIST OF PUBLICATIONS I Pasanen T. (2011). “Hyökkäys Moskovaan!” — Tapaus Raid Over Moscow Suomen ja Neuvostoliiton välisessä ulkopolitiikassa 1980-luvulla. In J. Suominen, R. Koskimaa, F. Mäyrä, O. Sotamaa & R. Turtiainen (Eds.), Pe- litutkimuksen vuosikirja 2011 (pp. 1–11). Tampere: Tampere University Press. II Pasanen T. & Arjoranta J. (2013). ”Kuka tarvitsee netin sotapelejä?” — Väkivaltaisten pelien diskurssit suomalaisessa verkkomediassa. In J. Suominen. R. Koskimaa, F. Mäyrä, P. Saarikoski & O. Sotamaa (Eds.), Pe- litutkimuksen vuosikirja 2013 (pp. 29–57). Tampere: Tampere University Press. III Pasanen T. (2014). Murhasimulaattoreista poliittiseen korrektiuteen: Vä- kivalta pelikohujen arkkityyppinä. In J. Suominen, R. Koskimaa, F. Mäy- rä, P. Saarikoski & O. Sotamaa (Eds.), Pelitutkimuksen vuosikirja 2014 (pp. 8–23). Tampere: Tampere University Press. IV Pasanen, T. (2014). Gaming the Taboo in the Finlandization Era Finland: The Case of Raid Over Moscow. In D. Stobbart & M. Evans (Eds.), Engag- ing with Videogames: Play, Theory and Practice (pp. 121–131). Oxford: Inter- Disciplinary Press. V Pasanen T. (2015). Pelaaja on pelaajalle susi: Kriittinen analyysi DayZ:n vallitsevasta pelitavasta. In R. Koskimaa, J. Suominen, J. T. Harviainen, U. Friman & J. Arjoranta (Eds.), Pelitutkimuksen vuosikirja 2015 (pp. 120–132). Jyväskylä: University of Jyväskylä. VI Pasanen T. (2016). Violent Encounters: The Hobbesian State of Nature in DayZ. In L. Joyce & B. Quinn (Eds.), Mapping the Digital: Cultures and Ter- ritories of Play (pp. 31–40). Oxford: Inter-Disciplinary Press. Article IV ("Gaming the Taboo in the Finlandization Era Finland: The Case of Raid Over Moscow") is a translation, with minor changes, of the Finnish article I (""Hyökkäys Moskovaan!" - Tapaus Raid Over Moscow Suomen ja Neuvostoliiton välisessä ulkopolitiikassa 1980-luvulla"). Article VI ("Violent Encounters: The Hobbesian State of Nature in DayZ") is based on the Finnish article V ("Pelaaja on pelaajalle susi: Kriittinen analyysi DayZ:n vallitsevasta pelitavasta"). CONTENTS ABSTRACT ACKNOWLEDGEMENTS LIST OF FIGURES AND TABLES LIST OF PUBLICATIONS 1 INTRODUCTION .............................................................................................. 13 1.1 Prologue: Established Western Convention ......................................... 13 1.1.1 Penny Dreadfuls, Gangster Films and Crime Comics ............. 15 1.1.2 Early Gaming Controversies ....................................................... 16 1.1.3 Video Nasties and Black Metal ................................................... 17 1.1.4 Cyberporn and Media Violence .................................................. 19 1.1.5 Summary ........................................................................................ 20 2 OBJECTIVES AND METHODOLOGY ........................................................... 22 2.1 Objectives and Research Questions ....................................................... 22 2.2 The Discipline of Game Studies .............................................................
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