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Book Reviews

401

have accomplished alone. And the third book, even if it reflects a particular hon-
source of power is the citizen-scientist esty regarding the current state of the field.
movement characterized by the desire of We simply find it not surprising that given
ordinary individuals to contribute to sci- how new knowledge games are as a con-
entific knowledge. cept, we scientists would have more ques-
In all, the book provides thought- tions than we do answers. And after all, the
ful analysis of knowledge games. It asks first step to finding interesting answers is
and examines what constitutes a knowl- asking the right questions.
edge game in the first place (this is a new
enough domain to still lack consensus Ian Andrew Johnston and C. Shawn
on what makes something a knowl- Green, University of Wisconsin-Madison,
edge game)? It also explores the scien- Madison, WI
tific knowledge that effective knowledge
games build upon or should build upon.
For example, there is a great deal of work
on how commercial video games motivate Moral Combat: Why the War on
players and what they offer that should be Violent Video Games Is Wrong
included in a knowledge game to produce Patrick M. Markey and Christopher Fer-
maximum efficacy. The book also analyzes guson
key questions that will increasingly arise Dallas, TX: BenBella Books, Inc., 2017,
as knowledge games become more com- Notes and index. 248 pp. $16.95 paper.
mon, such as the possibility that for-profit ISBN: 9781942952985
entities could use such games as a de facto
source of free labor. And because these The concept of moral panic is a fascinat-
points are couched in terms of currently ing and scintillating one for scholars,
successful (or sometimes less successful) because it speaks to the unfortunate, albeit
knowledge games, issues that might oth- inextricable, interaction between society
erwise feel very abstract are made much and social science. Scholarship generally
more concrete. intends to help us better understand the
The book may be a challenge for indi- world around us, but we usually prefer
viduals who are not well versed in gaming, scholarship aimed at risk identification
because it commonly makes allusions to and aversion. Such preferences grow even
popular commercial video games such as stronger in the face of salient social and cul-
Dragon Age: Inquisition, League of Legends, tural flashpointsfor example, the sudden
World of Warcraft, Bioshock, and Candy shift in funding towards auto-immunode-
Crush. And readers may be frustrated ficiency (AIDS) research after the disease
that the book seems, in some passages, to was contracted by American teenager Ryan
spend far more time posing questions than White, one of the first nonhomosexuals to
providing answers. Indeed, the rhetorical die from the disease in the 1980s, or the
device of employing a long series of ques- September 11 terrorist attacks, which led
tions as a method to introduce or motivate to a focus on identifying and stopping ter-
concepts seems overused throughout the rorist threats. Indeed, in Moral Combat,
402 AMERICAN JOURNAL OF P L AY SPRING 2017

media psychologists Patrick Markey and of literature. For example, they leave to the
Christopher Ferguson discuss the Col- wayside the contribitions of critical and
umbine school shooting in April 1999 as a cultural studies scholars to the discussion
flashpoint for a marked refocusing of media of violent games. Another example is their
research on the psychological and social ills discussion about the significance of Death
of video games. Data provided in chapter 2 Race (level 1) to the video game violence
(or level 2, using the books parlance) dem- debate, which might have benefited from
onstrates a nearly five-fold increase in the earlier writings on the same subject by
number of scholarly publications on vio- Carly Kocurek. In a 2012 article published
lent video games in 2001 in a self-labeled in Game Studies, she argues that the con-
post-Columbine era that shows no signs troversy surrounding Death Race was the
of slowing. flashpoint for violent gaming concerns.
In a remarkably smooth and fun read Core writings on play by scholars such as
that blends anecdote and empirical data, Johan Huizingas classic Homo Ludens are
Markey and Ferguson address the history also missing, which might have buttressed
of violent video games as a media product the authors claims about gamings role in
and as a focal point for academic, politi- individual, cultural, and social develop-
cal, and social scorn. The manuscript ment. However, because the book more
is accessible to a wide variety of audi- narrowly focuses on media psychology
ences, although this accessibility at times than on play and game studies, a narrow
results in critical nuances being omitted ontological and empirical focus can likely
from their discussions. Most notably, be forgiven or at least, considered with
the authors summarize several research critical nuance.
reports without discussing in any detail The authors overly narrow scope is
some of the theories and models of psy- compounded by their overfocus on what
chology and communication studies that they label as a rebellious group of younger,
informed and inspired (and perhaps even progame researchers, which in several
invalidated) these same reports. places seems to read as more aggrandiz-
The authors grasp of the history of ing than essential to the books core claims
gaming and the moral panics around (p. 50). A particularly troubling element of
violent gaming is stellar, which is why this quote, the phrase progame research-
I required my own researchers to read ers seems to work against many of the
several chapters from this manuscript. authors claims regarding the problems of
In particular, Markey and Ferguson do a moral panics and research agendas. That
masterful job of interpreting and extend- is, the authors openly criticize those schol-
ing their moral panic cyclone (inspired ars who allow their foregone conclusions
by British sociologist David Gauntlett) to dictate their research (p. 42) yet, their
on pages 3947. own normative labeling of a progame
The larger field of play studies and rebellion merely highlights the existence
game studies will likely find the manu- of a similar, but oppositional, group with
scripts 310 citations impressive in quantity predetermined opinions on the subject. At
but myopic in relation to the wider body the same time, the contributions of these
Book Reviews 403

Rebel Alliance members (to borrow Mar- (or perhaps, disappointed) to learn that
key and Fergusons invocation of a Star video games do not have the direct, pow-
Wars metaphor) are framed in the service erful, and universal effects so many claim
of the books larger messagein particu- for them. In fact, latter chapters demon-
lar, the discussions with Dmitri Williams strate prosocial impacts related to mood
(the founder of Ninja Metrics and an early management, socialization, and physical
pioneer of game studies) related to the very fitness. Games and play scholars will find
real threats made to his career for publish- a mirror of their own world, which may
ing work that was decidedly not antivideo trigger honest and humble reflection about
games. The authors also cover a possible their very own scientific process. The
watershed moment for media scholars authors deserve bonus points for the Eas-
involving an increasingly infamous tele- ter eggs hidden throughout the volume
vised debate between Phillip Zimbardo and the discussion about the Entertain-
and Andrew Przybylski. And, although it ment Software Ratings Board and the poli-
might appear to be a tangential celebration tics and politicking behind it (not unlike
of their Rebel Alliance, the story is intri- those behind Frederic Werthams crusade
cately woven into the books larger mes- against comic books that ultimately lead
sage as a cogent and salient representation to the Comics Code Authority in 1954).
of the debate between an established (anti- Moral Combat does not decide the debate
games) school of thought and an emerg- surrounding the uses and effects of violent
ing (progames) movement. Video of the video games, but it adds a refreshing salvo
debate is also accessible online and should into the discussion that should be required
be required viewing for anyone with even reading for anyone involved, regardless of
a passing interest in game and play studies experience or position.
(see reference 84 in the book).
The manuscripts significance lies Nicholas David Bowman, West Virginia
not so much in its claimsMarkey and University, Morgantown, WV
Fergusons statements have been echoed
by manybut in its delivery: it offers a
remarkably candid, often sardonic, at
times oversimple, but ultimately accessible Mixed Realism: Videogames and
and decidedly insightful look at the sau- the Violence of Fiction
sage making that is social science. Level 6 Timothy J. Welsh
perhaps best exemplifies the core qualities Minneapolis, MN: University of
of this book, because it provides a frank Minnesota Press, 2016. Preface,
discussion of video game addiction that introduction, acknowledgments, notes,
slices through hyperbole, dispelling the and index. 206 pp. $26.00 paper.
myth that video games are like heroin ISBN: 9780816696086
and instead focusing on the descriptive
(rather than normative) symptomology Do violent video games cause violence?
offered by Mark Griffith (p. 143). Despite countless publications, legal bat-
General audiences will be relieved tles, and media firestorms, the territory

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