Anonymous, the infamous hacktivist collective, started with LOLcats and mudkips. It’s true; it’s on the Internet.
Who is a gamer? Are we really able to categorize this bag of bones slumped on their chair silently staring at a flickering monitor taking breaks only to perform long-overdue expulsions of cola? Surely in this day and age the idea of the gamer is a broad one – now more than ever there is such a diverse range of games and gaming platforms that it is not only the passionate that fall under the umbrella. However, when it comes to representations of the real world in games, it is evident that game developers have a specific kind of consumer in mind. Evidence of this is found not necessarily in what gaming puts in front of the gamer, but rather what it chooses to omit. Games are very reluctant to depict certain ways of life. An example of this is gaming’s depiction – or lack thereof– of homosexuality.
I learnt some incredible things in high school Sex Ed.
One was that a woman’s hymen is structured like the seal on a Ricoffy tin: that once she has sex, her body is open for business and will never be the same again. (I remember the sneaking suspicion that once I “broke my seal”, my ovaries would somehow begin to grow stale).
Remember that time when it took dozens of camera men sporting expensive and heavy cameras to shoot a movie, a music video or a documentary? Today you can leave your costly recording equipment at home as Oscar-winning documentaries are now being shot with an iPhone app.
Video-enabled mobile phones followed by an increased interest in User Generated Content means that creating your own videos with your iPhone is no big deal, however it is not only the average Joe using this technique. Professional film and video makers are viewing mobile phones and mobile app technologies as creating film that is just as effective, if not better than expensive camera equipment.