Games and Journalism both evoke their own cultural images; the Ramen and Dorito stained gamer on one hand and the hard nosed, gum shoe journalist on the other. It's not immediately obvious that oil and water can mix, nor am I going to argue that they should. But there are some interesting opportunities here, both for games to fill functional gaps in journalism and for games to come closer to journalism by adapting the cultural values of news institutions. How can games fit into the sociology of news and journalism?
I started by reviewing "The Sociology of News" written by Michael Schudon, a sociologist at UCSD. If you haven't read this book I would recommend it, not only for its concise definitions of terms like "news" and "journalism," but also for its in depth description of the American culture of journalism.
Schudson claims that one of the distortions in the news that arises out of its culture is that it is "event-centered, action centered, and person-centered." Event emphasis, for better or worse, is a characteristic I think most of us would agree predominates the news. Here's where games can provide something more: process-oriented journalism. For instance, how does the process of the electoral college work? The news industry has often failed to provided process-oriented reporting, but games are perfectly suited to process explication. At the same time, Schudson writes, "When things are going well there seems less of a reason for a news story. The news instinct is triggered by things going badly." Is process just boring? And if so, how can games make process more engaging for consumers? Perhaps the unusual and the "bad" news needs to be incorporated into process games.
On the other hand, perhaps what people want to know from the news isn't process and that's why it's not prevalent. The brutal truth is that a majority of the useful information in the news consists of things like movie listings, restaurant reviews, weather forecasts, and local sales advertisements. This extends to "news you can use," like reports about your health and financial investments. These are the topics and types of information that are "important" to people on a daily basis, for which they need a guide. There's a whole interesting story to tell here about the history of news and its evolution. Politics didn't really enter into the news equation until the rise of democracies. The News was appropriated by those seeking democracy in the 18th century, and in the course of time journalism has maintained its rhetoric as the machinery that makes democracy work. But perhaps the bias that "serious" journalism needs to be about politics or public policy is unfounded and was socially constructed in a distant time. All I'm saying here is that games have a chance to go back to basics and give people what they want: the information they (really) need presented in a compelling format.
But whether or not journalists will accept games into their
repertoire for telling stories is questionable. Technical and literacy
issues aside, there is cultural conflict between journalism and games:
News has a "prestige" aura around it. The prestige of the news
organization legitimates certain forms of knowledge and amplifies
stories. It provides a certification of importance. Just think back to
the time when you made "the news" and were in the local paper. Somehow
that paper had conferred on you an air of importance. Games may lack
this prestige value because of their association with frivolity,
playfulness, and general unproductivity. To break this cultural
standoff would take leading news organizations accepting games into
their news culture and framing them with the same aura of prestige
conferred on other media.
The final point I want
to make here builds off of Schudon's observation that oftentimes a
journalist's aim in telling a story is astonishment and moral outrage
rather than any deep understanding; the so called "Holy Shit!" stories
that make milk come out of your nose at the breakfast table. This may
also be an area where games can excel. Sure, images and videos can
shock you, but what about a game that puts the player in an
uncomfortable situation where their own actions shock them. I'm
reminded of the PETA parody of Cooking Mama,
where the player had to do all sorts of inhumane things to a Turkey in
order to put Thanksgiving dinner on the table. If attention getting is
part of the news culture it seems like a no-brainer that games can do
this every bit as well as other media, maybe even better, albeit with
perhaps more of a time investment on the part of the player.
As a game developer and an avid news reader, I had the same idea of turning news into games.
The result is Scoop, a 5 minute news puzzle with fresh headlines:
http://playscoop.com/
Try it out, please feel free to drop me a line if you enjoy it.
Scott
After playing Super Columbine Massacre RPG! I certainly feel that I got a good sense of the timeline and context of the attacks, though the game lacks the kind of editorial pedigree that would convince me to trust it as an authoritative source.
The rather ridiculous CNN "hologram" experiment during the US presidential election coverage suggests that someone out there in old-media-land wants to capture the kind of technology that we've been seeing in science fiction movies for decades.