Often, games, such as Grand Theft Auto and Call of Duty, provide an environment in which the individual must survive crime and other dangerous aspects of life in an urban warfare environment. These spatial environments provide a context in which murder and mayhem may be “experimentally” used to provide the player with a context of reality in terms of gun usage. In many cases, the ‘educational” platforms for video gaming are an extension of the violent film industry’s promotion of violence in the projection of re-enacting violence for an observer/audience:
Although many first- and third-person shooter games reiterate the popular genre of the violent action film, the outspoken critics of these games are overlooking the possibility of turning these games into learning environments—media that can be used to engage the procedural rhetorics of media stereotypes, identity creation in virtual environments, and causal relationships between material and digital interfaces (Farman, 2010,