About | HeinOnline Law Journal Library | HeinOnline Law Journal Library | HeinOnline

3 Interactive Ent. L. Rev. 1 (2020)

handle is hein.journals/iacentv3 and id is 1 raw text is: 





1


Playing the pandemic


This issue of the Interactive Entertainment Law  Review
is unique in that we are going to press during  a global
pandemic.
   Most  will agree that we are living in surreal times, a
dystopia composed   of murky  origins, shocking immedi-
acys, and  yet unknowable   conclusions.  Our  reality is
unfailingly similar to most adventure video games. How-
ever, there is a certain monotony that exists as we see-
mingly  grind  through  the  loot boxes  of life 24/7 in
search  of a prize that makes  us feel more  certain or
safe. When  you think  about it, our current relationship
with video games  has changed. Where  previously we tra-
versed from  the real world through  the screen into the
realm  of fantasy,  it is now  considerably  harder   to
know   which  fantastically dangerous  dystopia  of our
two  conscious worlds  is more  treacherous  or more  at
risk?
   Despite these distortions to our previously accepted
version  of reality, statistics tell us video games are
doing  better  than ever, whether   measured in time
spent  on them,  or by any  other measure.1   No  doubt
part of this may be  people having unexpected   time on
their hands.  Another  explanation  may   be that video
games  have always  been an escape, and now  we  simply
need  to escape more  often and  more  completely, not-
withstanding  that the world we are escaping to may  be
eerily similar in its dangers and obstacles to the world
we  are choosing to escape from.
   Perhaps video game  players are adjusting better to the
travails of the pandemic   because  for years  we  were
already social distancing, communicating  extremely fre-
quently through  technology, and being  oddly comforta-
ble with both dystopias, as well as scenarios that change
wildly and instantaneously. This is perhaps not as crazy
as it sounds given that it is consistent with the view that
video games  have evolutionary impacts  on us humans  -


1   Just the merest sampling of articles on the subject: James Batchelor, 'NPD:
    US console sales in April up 163% to $420m - Video games hardware and
    software generated $1.5 billion last month, making it the biggest April on
    record', gamesindustry.biz (22 May 2020), available at: https://www.game-
    sindustry.biz/articles/2020-05-22-npd-us-console-sales-in-april-up-163-
    percent-to-usd420m; Sam Desatoff, 'Report: Video game sales increased
    by 73% in April, setting new records for the month (NPD Group)', game-
    daily.biz (22 May 2020), available at: https://gamedaily.biz/article/1752/
    report-video-game-sales-increased-by-74-in-april-setting-new-records-
    for-the-month-npd-group; 'The giants of the video game industry have
    thrived in the pandemic. Can the success continue?', Washington Post; Ste-
    fan Hall, 'How COVID-19 is taking gaming and esports to the next level',
    weforum.org (15 May 2020), available at: https://www.weforum.org/
    agenda/2020/05/covid-19-taking-gaming-and-esports-next-level/; Patrick
    Shanley, 'Gaming Usage Up 75 Percent Amid Coronavirus Outbreak, Ver-
    izon Reports', hollywoodreporter.com (17 March 2020), available at:
Journal compilation © 2020 Edward Elgar Publishing Ltd


that we  develop physical and  psychological2 skills that
will serve the cause  of humanity's   survival over the
long term.3  Which  leads to the not wholly  unrealistic
expectation that the post Covid-19  world  will be com-
prised of more  video game  players, playing more video
games  than ever before, and consciously or not, prepar-
ing ourselves for future unexpected challenges. If noth-
ing  else, video game   players  are good   at complex
puzzles, skills that bode well for a post Covid-19-vaccine
earth, likely to be more complicated  and puzzling than
ever before.
   However,  there is one more thing.4 A hopeful yet con-
troversial reality is emergent from our immediate experi-
ences  and  predicaments.  To  put  it simply, we must
appreciate that everything is political. Everyone within
and outside the world of video games should now  under-
stand  that even feigning to be non-political is itself a
powerful   political statement,  almost  certainly  one
favouring a western, white, male oriented self-perpetuating
status quo in power  structures and economic  wealth. A
global health pandemic   accompanied by a worldwide
protest  demanding long promised but insidiously
denied  equality among   peoples and  genders  probably
may   come  well within  the  comfort  range  of astute,
well informed,   and experienced   video game   players.
They   are already very  comfortable   stepping  out  to
join the fight - in the name   of digital destiny. They
are driven  to fight without  compromise for what is
theirs or  should  be, usually against  a grand,  cruel,
and  seemingly  all-powerful foe.
   In the game   world  we  know   what  happens  next.
Never  retreat, never surrender. Video game players bat-
tle through the impossible odds to the other side where a
new  dawn  rises. In some way or another that is the nar-
rative of every video game ever played, from  puzzles to
racers to MMORPGs. The question is how many are


    https://www.hollywoodreporter.com/news/gaming-usage-up-75 -percent-
    coronavirus-outbreak-verizon-reports-1285140.
2   See Darla Read, 'COVID-19: Video games good for mental health during
    pandemic, says U of S prof, the starphoenix.com (5 May 2020), available
    at: https://thestarphoenix.com/news/local-news/covid-19-video-games-
    good-for-mental-health-during-pandemic-says-u-of-s-prof.
3   In terms of mostly learning, physical and intelligence skills, this view is
    perhaps most functionally articulated by Mary Meeker of Kleiner Perkins
    in her 2017 Recode Conference presentation which can be found at
    https://youtu.be/UC8GwG6srqs at 9:12.
4   As Steve Jobs famously used to say. See for example Ewan Spence, 'Five Of
    The Greatest One More Thing... Moments From Steve Jobs And Apple',
    forbes.com (19 October 2013), available at: https://www.forbes.com/sites/
    ewanspence/2013/10/19/five-of- the-greatest-one-more-thing-moments-
    from-steve-jobs-and-apple/#20ea27c87169.


10.4337/ielr.2020.01.00

What Is HeinOnline?

HeinOnline is a subscription-based resource containing thousands of academic and legal journals from inception; complete coverage of government documents such as U.S. Statutes at Large, U.S. Code, Federal Register, Code of Federal Regulations, U.S. Reports, and much more. Documents are image-based, fully searchable PDFs with the authority of print combined with the accessibility of a user-friendly and powerful database. For more information, request a quote or trial for your organization below.



Short-term subscription options include 24 hours, 48 hours, or 1 week to HeinOnline.

Contact us for annual subscription options:

Already a HeinOnline Subscriber?

profiles profiles most