"I don't battle anymore! I uplift motherfuckers!" - GZA
Thursday, January 25, 2007,3:17 PM
The Color of Mayhem
By MICHEL MARRIOTT

HE screen crackles with criminality as a gang of urban predators itch for a kill. The scene erupts into automatic-weapons fire in a drive-by nightmare of screaming car engines, senseless death and destruction set to a thumping rap soundtrack.

The action is not part of a new film, but of a video game in development - the latest permutation of Grand Theft Auto, one of the most popular game series ever. Partly set in a city resembling gang-ridden stretches of Los Angeles of the 1990's, it features a digital cast of African-American and Hispanic men, some wearing braided hair and scarves over their faces and aiming Uzis from low-riding cars.

The sense of place, peril and pigmentation evident in previews of the game, Grand Theft Auto: San Andreas, underscores what some critics consider a disturbing trend: popular video games that play on racial stereotypes, including images of black youths committing and reveling in violent street crime.

"They are nothing more than pixilated minstrel shows," said Joe Morgan, a telecommunications executive in Manhattan who is black and is helping rear his girlfriend's 7-year-old son, who plays video games. Mr. Morgan argues that games like the Grand Theft Auto sequel, which was described glowingly and at length in a game magazine the boy recently brought home, are dangerously reinforcing stereotypes.

"A lot of young people are unable to discern between reality and satirical depictions," he said. "It makes them very vulnerable."

His complaint echoes a concern that many civil rights and other groups, including the National Association for the Advancement of Colored People, have long raised about stereotyping in movies, and the detrimental impact it may have on racial understanding and relations.

The issue, critics say, is not that the games' representation of racial and ethnic minorities is as blatantly threatening as the sort found at hate sites on the Web, where players are asked to gun down virtual black or Jewish characters. Rather, the racial and ethnic depictions and story lines are more subtle, and therefore, some say, more insidious.

"It's not just the kinds of stereotyping people generally think of," said Eileen Espejo, a senior associate at Children Now, an advocacy group in Oakland, Calif., that has studied video games. "It is the kind of limiting what characters of color can do and cannot do in the games that sends a message to kids."

Video game developers counter that no offense is intended. They say their games are simply parodies, or a reflection of a sort of "browning'' of popular culture that transcends race and sells to all in a marketplace captivated by hip-hop styles, themes and attitude.

Several games scheduled for wide release this fall or early next year are notable for their portrayal of urban black culture:

Def Jam Fight for NY, from Electronic Arts, a sort of "MTV Raps" meets "W.W.E. SmackDown!" in which mostly hip-hop-style characters (one with the voice of the rapper Snoop Dogg) slap, kick and pummel one another in locations like a 125th Street train station in Harlem.

25 to Life, from Eidos Interactive, an "urban action game" set to a hip-hop soundtrack that allows gamers to play as police officers or criminals, and includes lots of images of young gun-toting black gangsters.

Notorious: Die to Drive, described by its developer, Ubisoft, as featuring "gangsta-style car combat" with players seeking to "rule the streets of four West Coast neighborhoods." Ubisoft's Web site describes the payoff succinctly: "High-priced honeys, the finest bling, and millionaire cribs are just some of the rewards for the notorious few who can survive this most dangerous game. Once you go Notorious, there's no going back."

The prominence of black characters in those story lines is all the more striking because of the narrow range of video games in which blacks have been present, if present at all, over the years. A 2001 study by Children Now, for example, found that of 1,500 video-game characters surveyed, 288 were African-American males - and 83 percent of those were represented as athletes.

The portrayal of blacks as athletes has taken on a new wrinkle in NBA Ballers, released in April by Midway Games (with an "all ages" rating). It not only pits stars of the National Basketball Association, most of them black, in fierce one-on-one matches, but also encourages players to experience a millionaire lifestyle off the court - accumulating virtual cash that can buy mansions, Cadillac Escalades, yachts and attractive "friends." The style of play emphasizes a street-edged aggression, sizzling with swagger and showboating moves on the court.

John Vignocchi, a lead designer with Midway who worked on NBA Ballers, contends that the world portrayed in such games is one that gamers take for granted. "Hip-hop culture has kind of crossed over," said Mr. Vignocchi, who is white. "Look at what everyone is wearing, at what everyone is listening to." Racial stereotyping, he insisted, is "not the intention of the game."

Leon E. Wynter, a cultural critic and author of "American Skin: Big Business, Pop Culture, and the End of White America" (Crown, 2002), said that the infusion of popular aspects of black youth culture into the mainstream American media was a double-edged sword. On one hand, Mr. Wynter said, the game characters bristle with aspects "solidly associated with nonwhite people.''

"The bad news is that the larger aspects of the humanity of people who happen to be nonwhite are not always transferred," he noted. "This is an extension and reflection of what we're seeing in other forms of entertainment, especially filmed entertainment aimed particularly at predominantly young male audiences."

As video games extend their prominence as a mainstream form of entertainment - the Grand Theft Auto series alone has sold more than 30 million games since 1998 - their share of consumer dollars rivals Hollywood box-office revenues.

Video game sales in the United States reached $7 billion last year, according to the Entertainment Software Association. Game hardware, including consoles, added more than $3 billion to that total, industry analysts estimate. But with Hollywood-scale success have come Hollywood-style pressures, including the need for games to "open big" and achieve enough success to sustain lucrative sequels.

"Games are attempting to drive market share beyond the traditional 8- to 14-year-old male player," said Michael Gartenberg, research director for Jupiter Research, an Internet consulting firm. Part of that drive, he suggested, involves having video games reflect what has proved to work in popular films. And as in Hollywood, that may mean subject matter that drives sales even as it draws criticism for gratuitous violence, sexual exploitation or racial insensitivity.

In any case, limiting content to realistic, multidimensional portrayals of racial minorities may be unfair to game developers, Mr. Gartenberg suggested. "Video games are fantasies," he said, "and are not attempting to mirror any reality whatsoever."

But Esther Iverem, editor and film critic for www.seeingblack.com, a Washington-based Web site offering black opinion on cultural and political matters, said she worried about the effects of games like earlier versions of Grand Theft Auto on black youngsters, including her 11-year-old son. "These games don't teach them anything about respect, tolerance and responsibility," Ms. Iverem said, but are instead "validating a much-too-accepted stereotype, an accepted caricature."

Others, like the cultural critic Michael Eric Dyson, point out that racial stereotypes conveyed through video games have an effect not only on the self-image of minority youths but also on perceptions among whites. Dr. Dyson, a professor of religious studies and African studies at the University of Pennsylvania, describes some video games as addictive "video crack."

"They are pervasive, and their influence profound," he said.

Rockstar Games, the publisher of Grand Theft Auto: San Andreas (to be released in October for the Sony PlayStation 2), is known for infusing its games with gritty yet cartoonish violence. Players were famously rewarded in earlier Grand Theft Auto games for killing prostitutes and, more recently, brutalizing Haitians.

After repeated requests for an interview, Rockstar Games, responded with an e-mail statement that read in part, "Rockstar Games is a leading publisher of interactive entertainment geared towards mature audiences and makes every effort to market its games responsibly, targeting advertising and marketing only to adult consumers over the age of 17." (While previous games in the Grand Theft series are rated Mature, for ages 17 and over, they have a wide following among younger players.)

Those associated with the Def Jam games were more forthcoming. Kevin Liles, who recently resigned as president of Island Def Jam, which licensed the games, said they had been good for his company and for hip-hop.

"We have a sense of responsibility, but we know that games are games," Mr. Liles said.

Def Jam's co-founder, Russell Simmons, said the images of hip-hop culture, even those played out in video games, had been good for the country. "The most important thing for race relations in America in the last I don't know how many years is hip-hop."

"Now Eminem and 50 Cent think they are the same people," Mr. Simmons said, comparing a popular white rapper with a popular black rapper. "They're faced with the same struggle, and they recognize their common thread of poverty."

Mr. Morgan, the telecommunications executive, rejects that argument. In fact, he limits the 7-year-old gamer in his household, Elijah Wilson, to the cartoonish games for Nintendo Game Boy to avoid exposure to content he finds objectionable.

"They ingest these images," Mr. Morgan said of racial stereotypes he had found in games like NBA Ballers. "The result is a self-fulfilling prophecy, something straight out of central casting."

"It won't," Mr. Morgan added emphatically, "happen in my house."
 
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