How Games Move Us Ch. 3 Reading Response 5

In reading on the section of this chapter relating to games being designed to cause literal, physical pain, I am reminded of one such device that I believe was banned several years ago from its Kickstarter Campaign (http://www.huffingtonpost.com/2014/11/24/lose-real-blood-video-game-blood-sport_n_6211376.html).  Named “Bloodsport”, this controller peripheral actually drew blood from the player whenever damage was taken is, say, a shooting game.  While the campaign supposedly came with some danger-averting precautions, the idea in and of itself is horrifying.  While I am all in for games experimenting with physical activity, pain or damage inducing ones such as these feel like some sort of karmic trap that would not be out of place in the Saw movie franchise, something I do not think should exist.   That is to say, video games that have functions to intentionally cause harm, not due to unintentional equipment failure or an opponent’s poor sportsmanship, are ones that I have issues with.

Regarding cooperation based games, particularly online ones or tournament based ones, I have never really been a fan of inserting myself into those competitions, due to my overactive empathy.  For example, in the game “Yamove” referenced on page 95, assuming for one moment that I can even dance to begin with, I would be greatly stressed out for the whole ordeal, as any time a negative score or blunder is made, I would be extra hard on myself for it, even if I know its not necessarily my fault.  For this reason, I prefer to stick to solo games, like most platformers, or party games that rarely provide cooperation, like some forms of Smash Bros.  Of course, many times when I’m in larger cooperative games, like say the New Super Mario Bros. games, I tend to enjoy the schadenfreude of screwing over my teammates, so most of my friends are reluctant to play with me as well.

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