Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 50

46 in even shorter spans of time, with three hours tending to be the maximum length of most releases. Even television, enjoying a resurgence in popularity with cutting edge series, tends to have shows with, at most, 22 episodes in a standard season. That is drastically less story than a forty hour video game, or even a thirty hour one. There are many video games “that recreate human experiences normally reserved for stage, print, or cinema [and they] raise questions about the relationship between videogames and traditional media” (Bogost 66). That statement, when taken alongside Claude Bremond’s assertion that narratives contain “events of human interest” (63), begs for the content of video games — their myriad stories — to be carefully considered. One of the major stumbling blocks preventing a more rational and compelling analysis of the narratological elements of video games is the fixation on violence in video games. This, especially in popular news media outlets, gets immediately extrapolated into a cause/effect scenario wherein video games cause violent behavior in gamers. This argument is old, tired and as of recent research, has been debunked as a reasonable point of argument that seeks to blame video games for what are otherwise very complex social problems leading to violence. These studies tend to look for a very simple causal chain — video game violence A causes violence in the real world B. They do not take into account any other factors or any other causal chains in trying to make the argument. One immediate flaw in such an argument presents itself in the form of the hypothetical gamer who is also a clinical sociopath. This hypothetical gamer enjoys and seeks out violent video games and also acts out violently in the world. The knee-jerk reaction of many research studies looking for a simple causal chain would declare that this gamer became violent as a result of violent video games. Yet the diagnosis of sociopathy lends itself to the opposite argument, that this gamer would seek out violent material as a result of an already existing pathology. These arguments decrying video games due solely to violence also fail to seek out any other violent influences in the lives of gamers. For example, how would the causal chain be determined if a gamer plays a violent video game, like any in the Call o f D uty series, then also watches a number of violent films and violent television shows? What if that gamer witnesses domestic violence in his or her home, or has been the victim of abuse him or herself, or lives in a neighborhood where violence is commonplace? The simple answer is that the web would be nearly impossible to entangle in terms of what violent content caused what violent behavior. Another major gap in the argument is simply one of numbers. The video game industry brings in billions of dollars, and according to the industry’s own reporting on sales figures and demographics, some 51% of American households own at least one gaming console and the average gamer is not a child, but an adult who has been playing, on average, for some fourteen years (“Essential Facts” 2-3). Further still, a majority of the top selling titles of 2013 are rated M for Mature (the equivalent of the R rating for films) often due to violent content, with the much reviled, and heavily violent. Grand Theft Auto V at the top of the list (Ibid 11). Given those statistics and following an argument