Last year, in my September 12th blog post titled
“Transmedia Convergence: What, When, and How” I talked about the current state
of media technology convergence that we are witnessing, and how transmedia
narratives are using the various technology platform’s strongest attributes to
tell highly engaging asynchronous stories across devices. Alternate Reality
Gaming (ARG) takes this a step further; rather than being a passive viewer of
the entertainment, the “viewser” (viewer + user = viewser) instead is able to
actively seek out clues online and in their physical environment. These types
of experiences have led to a multitude of ethical liability issues being raised
about what is appropriate and what could possibly be considered inappropriate
material, especially if someone unintentionally consumes the content unaware
that it is an entertainment production.
Case in point, Toyota’s “Your
Other You” campaign promoting the Toyota Matrix; this transmedia marketing bomb
ended up costing the car manufacturer $10 million, and was disastrous PR for a
company that would soon have even bigger problems with accelerator issues in
its Prius line of vehicles. The lawsuit, filed by Plaintiff and Respondent
Amber Duick against Defendants and Appellants Toyota Motor Sales, U.S.A., Inc.,
ET AL., shows just how important “knowing consent” can be in online terms and
conditions contract clause. The case revolves around the deceptive delivery of
the experience, voiding the contract on account of fraud in the inception. This
negligence in properly informing Amber of what was really happening caused her
to believe that a criminal named “Sebastian Bowler” was targeting her via email
and had intentions of hiding out at her residence with his Pitbull “Trigger” in
California. The court agreed with Ms. Duick’s claim of “eight causes of action
including intentional infliction of emotional distress, negligence, and false
advertising” and awarded Ms. Duick the $10 million in damages from emotional
distress.
There is a fine ethical line to walk when immersive ARG and
transmedia techniques are used in marketing and entertainment. By being an
experience outside of the norm for most people there can be legitimate fears
when someone is unknowingly immersed in a created world that bleeds into the
real, but there have also been times where the person is completely aware of
the ARG game they are playing and still meet with tragedy. Such was case in the
Chew v. Lord Lord April 7, 2008 lawsuit; an ethical line of disclosure
regarding potential dangers was not met by the creators of “The Game” and Bob
Lord fell headfirst 30 feet in a pitch-black mineshaft in Nevada, leaving
him nearly blind and quadriplegic.
This particular case, while not close to the level of
intricacy, is similar to the 1997 Michael Douglas movie, The Game. This movie
foreshadows ARG experiences and is a prime example of something taken too far
down the rabbit hole and ending in a tragedy.
Violence in video games is another industry hot-button topic
that could become even more contested in the very near future as technology
continues to evolve. With the next
generation of video game consoles from Sony and Microsoft due to be
announced in the next few weeks, one can only imagine what is to come from a
hardware capability standpoint. Now, we can only imagine, but we also have some
telling clues that have very recently surfaced via confirmed leaked documents
from Microsoft and confirmations also coming in from the Sony camp (February
20, 2013). The leaked
Microsoft documents show the potential new Xbox console utilizing a
peripheral similar to the Google’s
Project Glass AR project. With assuredly more realistic graphics and
gunfights coming out of the screen and into a player’s living room, violence in
games will continue to be an issue contested between the various factions.
The 2010 Supreme Court case Brown, Governor of California, ET AL. v. Entertainment Merchants Association ET AL. lawsuit repealed a California Act that was passed and granted video games First Amendment protections similar to other forms of media. This victory for the freedom of speech may be short lived, but there always needs to be checks and balances to ensure industry is moving parallel to public opinion and is congruent with current culture.
The 2010 Supreme Court case Brown, Governor of California, ET AL. v. Entertainment Merchants Association ET AL. lawsuit repealed a California Act that was passed and granted video games First Amendment protections similar to other forms of media. This victory for the freedom of speech may be short lived, but there always needs to be checks and balances to ensure industry is moving parallel to public opinion and is congruent with current culture.
I have what could be considered mixed feelings and a bit of
a hypocritical attitude when it comes to violence in games, as I am one who has
never missed a Call of Duty Modern Warfare or Halo installment, have had a blast
playing Far Cry 3, and have shot at my fair share of aliens in Mass Effect;
simultaneously I want to see more games that uplift people beyond the violence
that is seemingly everywhere we look, from music, to movies, TV (simulated and
actual), and a vast number of video game releases. It is the marketing feedback
loop that moves like a snake eating its own tail that makes me stop and truly
consider what things could be like if the concept of violence didn’t exist.
Wishful thinking maybe, but the only way to move forward is to at least accept
responsibility for what we put into our own heads and become aware of all the
things that we have become so desensitized to.
As technology evolves and becomes even more pervasive, the
lines between what is real and what is not will likely be blurred even further.

