abstract€¦ · web view2014. 5. 15. · this study identifies reasons to further analyse race...
TRANSCRIPT
Race Representations In Battlefield 4: A Critical Analysis
Hakrul Islam
STUDENT ID: 3776539
ABSTRACT
This study identifies reasons to further analyse race representations within
contemporary video games, and the necessity for understanding the
implications of racial representations in new media technologies. The study
analyses one video game, Battlefield 4 (2013), to understand the ways in
which race is represented through creating and re-creating stereotypical
identifications of race within the video games. These representations are
highlighted through the positions given to each character white, black, Asian
etc. and analysed thoroughly due to the indications of previous studies, which
identified no negative representations of race. Visual methodologies are used
to analyse the video game Battlefield 4 (2013), including content analysis and
discourse analysis, in order to break down the text to identify race
representations and how they are formed. The results indicate that there are
indications of negative representations of race, especially the “other” in terms
of non- white within Battlefield 4 (2013).
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ACKNOWLEDGEMENTS
I would like to thank Dr Mafalda Stasi for her support, invaluable feedback and
help throughout my three years at Coventry University. Supporting me
through my studies and to be able to keep me laughing with her remarkable
and hilarious stories and hobbies, you are an educating ninja in my eyes.
Every APT I have had with you has been enlightening and comical as we both
can go off topic from what we are meant to be doing, I wouldn’t have asked
for a better tutor to guide me. Also I would like to thank the entire staff for
Communication Culture and Media course for an amazing experience and
irreplaceable teachings, you’re an amazing team and each and every lecture
has been strenuous but interesting due to your ecstatic nature for teaching
and learning. It has been an honour to work with you.
I would also like to thank Joshua Price, who even in his own predicaments
has always helped me through my second and third year of university
reinforcing my abilities. This was not only with university but also with my
personal life at home; I do not think I would still be in or finish university if I did
not have your support. You have become a close and amazing friend with a
big heart to never stop helping people and I consider you as a part of my own
family, as a brother, who I am indefinitely in-debt to you for your patience,
your compassion and your friendship. This will not be a farewell as I will
always be there for you as you have been for me and hopefully we will create
more epic memories such as Belfast. Holler at me homes.
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I would also like to thank all the friends I have made at university, to me you
are a new family I will miss, Adam Teighe who kept pushing me through first
and second year and our crazy overnight editing and vlogging. Jo Wilkins and
Liam Roberts for taking care of me, always were helping me with university
and at home. Also Team Belfast for sharing an amazing year and everyone I
have worked with in groups for an amazing experience with you that I will
never forget.
Also a big thank you to the creators of Battlefield 4 and Battlefield 3 for
creating an epic game that I have consumed weeks or months playing and
hopefully years to come. First Battlefield 3 as this was the game that got me
hooked, I absolutely will keep buying the games not only for the amount of fun
I have but also for being able to play the game as a way to get through my
time in university and for educational purposes.
Furthermore a big thank you to my older brother Moinur Islam, for always
supporting, recommending and advising me through my childhood and my
entire life to go beyond my expectations even when I was a hot headed little
devil. We have been through many situations, us against the world. You have
always been a role model to me and I will always look up to you even when
we exchanged blows but this has always made me and us stronger. I hope I
have made you proud of who I am now but I hope I make you proud of who I
will be in future.
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Finally, thank you to Heather Bradley for always being there, believing in me,
caring, loving and always helping me even if it was a small gesture. We have
been through thick and thin yet we always have prevailed. You have always
kept me smiling and taken care of me, thinking of me first when you should
have thought about yourself. Heather your heart has been my home away
from home, not just for university but also for everything. I can always trust
you to be there for me and with this degree I hope I can take care of you the
way you take care of me. I love you and I always will.
Table of Content
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s
Abstract...........................................................................................................2Acknowledgments..........................................................................................3Introduction....................................................................................................7Methodology.................................................................................................10Literature Review.........................................................................................14Analysis.........................................................................................................22Conclusion....................................................................................................51Reference List...............................................................................................55Appendix.......................................................................................................57
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Introduction
In this dissertation I will be looking at how race is represented within the game
Battlefield 4 (2013). Battlefield 4 (2013) was produced by Electronic Arts (EA),
an American company and the biggest games manufacture in the world for
2013 (Dietz 2014). I will be concentrating on the Campaign Mode, which is a
story mode for the game as there are online modes too. Analysing the
campaign mode will enable a more full understanding of the characters
established within the game, due to the ability to follow their individual
narratives and understand their representations and interactions. I will also be
looking at the technological shift and the affect that the rise of new digital
media platforms, such as consoles, have had on race representation. The
research I will be doing will be an up to date research project, differing from
previous research, as the game was released at the end of 2013 and
therefore no previous studies have examined the game Battlefield 4 (2013).
As the game is newly released and available on a variety of platforms
including the next generation of consoles, such as the XBOX One, it will be as
up to date as possible and keep the stage light on representations of race
both on old and new platforms. I will be playing the same game on the Xbox
360, because despite it now being out-dated by the XBOX One all game
content remains the same. I will be researching race representation within the
game Battlefield 4 (2013) by playing the game and using visual
methodologies and discourse analysis to give me qualitative data. My method
for analysis differs significantly from the majority of the previous research in
the field, which have largely yielded quantitative data and therefore only
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analysed numbers which do not give further meaning to the data or give
consideration to the affect which race representation can have on a wider
society. As a non-white researcher who plays video games regularly the
subject of race representation is important to me, as I am keen to understand
how racial stereotyping is perpetuated through new media platforms. The
work will only draw upon race representations within Battlefield 4 (2013)
specifically and therefore will not give an over view of race representations in
video games today, however with the game being both popular and recent it
will give an accurate view of some of the racial stereotyping perpetuated
within gaming. Previous research has found race representation to be
unbalanced statistically and similar to representations of race in old media. I
will therefore draw upon media artefacts, such as films and television series to
underline my findings as comparative. However, no previous research has
found representations of race in videogames to be negative, this is a
perception I am keen to explore as my previous experience with videogames
has led me to believe this is in fact untrue. I will discuss previous studies
further in my literature review in order to give the research a more grounded
context.
Battlefield 4 (2013) is set in 2020, after its previous game Battlefield 3, where
conflicts between Russia and America are great and tensions have also risen
with China now also placed at war. Admiral Chang is positioned as the main
enemy trying to over throw Chinese government, with the Russians agreeing
to back Admiral Chang if he accomplishes his goal to then go up against the
United States. The character I play is Sergeant Daniel Recker also referred as
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‘Reck’ who is part of a special team called ‘Tombstone’. Reck’s team
members are squad leader Staff Sergeant William Dunn, with second in
command Staff Sergeant Kimble Graves also referred as ‘Irish’ and a field
medic Sergeant Clayton Pakowski also referred as ‘Pac’. There are other
characters in the game that I team up with as missions alter each time and as
the squad leader sacrifices himself in the first mission. The other characters
include a CIA operative called Laszlo W. Kovic who is a character from the
previous game Battlefield 3, another character who is from the previous game
is Dimitri Mayakovsky also referred as ‘Dima’ who, it is revealed, still lives
after the nuclear detonation six years ago in the previous game in Paris. The
last significant character who I team up with is a Secret Service agent from
China called Huang Shuyi also referred as ‘Hannah’. The team Tombstone
are placed through missions in different areas from Baku, Shanghai, South
China Sea, Singapore, Kunlun Mountains, Tashgar and Suez to stop Admiral
Chang and the Russians from creating war. Throughout the dissertation I will
analyse how these characters are portrayed both in their physical qualities
and through their interactions with other characters and their environments. I
will study closely how ethnicity is communicated to the audience and the
representations that are associated with each ethnicity. The findings of my
results will be analysed alongside screenshots taken from the game in order
to provide a fuller picture. As to the degree to which race representations are
significant in communicating character identities through personality traits,
emotional responses and actions.
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Methodology
The way in which I will be analysing the video game Battlefield 4 (2013) will
be through visual analysis of the Campaign Mode. The campaign mode is the
story mode of the game, which you play as a single player platform and not
online as a multiplayer platform. I will be conducting my analysis through
various visual methodologies, which will include content analysis and
discourse analysis; also as I will play the game it will be an auto-ethnographic
study. Throughout I will pay attention to theories of orientalism outlined by
Said (1979) and Nakamura’s (2012) notions surrounding the construction of
identity.
Discourse analysis will be conducted on Battlefield 4 (2013) through the
examination of the prominent representations of race in the game. A
discourse analysis will enable me to understand the wider implications of race
representations in society. Representations of race and their implications for a
wider society will be understood in relation to representations of race in older
media such as films. Foucault’s (1977) analysis of discourse as an encircling
power, indicated by Rose (2012:193), will be used to understand the structure
of power implemented as a result of the representations of race in Battlefield 4
(2013). As discourse is precisely about meaning and connotations the
intertextual approach and the analysis of discursive formation, with the way in
which discourse is connected through a ‘system of dispersion’ (Foucault
1977:37) of connections of the elements of discourses will be vitally important
to my analysis.
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The major perspective of research will be a qualitative method due to the
nature of the study, as I am looking for the implications of race
representations in a wider society as opposed to statistical analysis’
previously conducted. Glatthorn and Joyner (2005) identify the characteristics
of quantitative and qualitative research methods; identify quantitative research
to be of a positivist epistemology looking at the objective reality through
numerical data. Glatthorn and Joyner (2005) suggest qualitative perspectives
highlight a phenomenological interpretation, drawing on the perceptions of the
individuals. Using Glatthorn and Joyner’s (2005) definitions of qualitative
research means qualitative research is ideal for context analysis in order to
outline the meaning behind the context. Qualitative research can also give
more meaning to quantitative data, supplementing and evaluating the
interpretations of quantitative data. Therefore a qualitative research method
will help me examine the phenomenology of race representations within the
video game Battlefield 4 (2013).
Content analysis will allow me to look at how the specific content of the game
has been constructed to present the race representations existent in
Battlefield 4 (2013). In order to examine the content I will utilise screen shots I
took of the game whilst playing it. These will be analysed thoroughly using the
theoretical frameworks outlined above, drawing up on Foucault’s (1977)
understanding of discourse in particular to highlight the ways in which content
contributes to discourses of racial stereotypes in society. Content analysis can
help cognise symbolic qualities of texts or images, or as Berger (1972:9)
states ‘the ways of seeing’. Berger’s (1972) understandings are accentuated
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by Rose (2012) to understand the way we view something means that we do
not look at one thing in isolation, but rather the relationship we have between
the thing and ourselves. The way we associate the text to ourselves will help
me to identify the representations of race within Battlefield 4 (2013) through
the compositional modality. The construction of the images within Battlefield 4
(2013) will be analysed through the connotations being projected, and their
impact on discourses (Foucault 1977) in a wider society.
Auto-ethnography uses an ethnographic approach but also entails the
reflection on ones own position within the data, through personal experiences
such as feelings and emotions (Hesse-Biber and Leavy 2010). Taking an
auto-ethnographic approach will not only help strengthen the analysis of the
data gathered in regards to cultural values, but will also allow my personal
feelings and reactions made whilst playing the video game Battlefield 4 (2013)
to be taken into account, in order to discern potential meanings and
repercussions for western society more generally. Analysis of the qualitative
data through an auto-ethnographic approach will also give further meaning to
the data on top of the initial connotations. As it will also require me to be
observant of myself and enable a further expansion on the dominant and
normative perceptions of society as a way to disrupt the dominant was of
seeing (Berger 1972). This will enable me to further analyse the race
representations with the video game Battlefield 4 (2013), through me playing
the Campaign mode (Story mode) of Battlefield 4 (2013) and give me a better
understanding of the narrative of the game, by understanding the feelings and
emotions I encounter. Auto-ethnographic analysis will be enabled by me
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recording the game in full, in order to later extract screenshots and review my
reactions to specific scenes, thus giving further meaning to the data.
Through analysing the video game Battlefield 4 (2013) I will gather qualitative
data through the visual methods outlined above including content analysis
and discourse analysis. I will also turn to auto-ethnography through reflection
on my recording of the game in order to strengthen my content analysis and
discourse analysis, in order to help me to identify the ways in which myself
and other games may relate to the text, aiding me in identifying race
representations within the video game Battlefield 4 (2013). Discourse analysis
will help me understand representations of race through the images gathered,
to analyse the construction of the structures of power (Foucault 1977)
implemented in the representations of race in Battlefield 4 (2013). Combining
the three methods for analysis outlined above will add further meaning to the
dominant and normative perceptions of race in video games, and serve as a
way of disrupting the ways of seeing (Berger 1972) to give further meanings
to the race representations in Battlefield 4 (2013).
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Literature Review
Key authors such as Nakamura (2012) point out that representations of race
on the Internet are by default understood to be white, and I’m going to make
the argument that this applies in video games too. Existing research on race
representations in video games suggests that the characters within video
games are highly underrepresented in games, compared to the actual real
world population drawn out. Williams (2009) highlights this in “the virtual
census: representation of gender, race and age in video games”; Williams
(2009) focuses upon the US population and games that are created within the
US, which helps identify how or who is being represented in games in
comparison to actual populations in US society. Williams (2009) finds these
percentages to closely correlate with representation results found in the media
such as television and films.
Understanding the correlation of representation in videogames and older
media will allow me to utilise the work of prominent media theorists, such as
McLuhan (1967) to understand the extensions and amputations of new media
technologies, in order to assert that whilst there may be a correlation in
representation, new media technologies add additional problems to the
representation of race. McLuhan (1967) argues that each form of media
technology offers both an extension and an amputation, with the amputation
often not being visible until it is irreversible. In the case of video games we
can consider the distortion of the audiences reality as an amputation of
gaming technology. When considering the distortion of the audience’s reality
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as an amputation of gaming technology, it becomes even more apparent how
important research into the representations within video games actually is.
Said’s (1979) Orientalism looks at how the Europeans shaped perceptions of
Orientals though using the notions theirs and ours. Said (1979) explains that
in ‘othering’ Orientals, Europeans defined the Orientals as uncivilized and
therefore defined themselves, as civilised. Said (1979) describes how the
Orientals were labelled as lazy, irrational and uncivilized whilst, through the
Orientals ‘othering’, the Europeans labelled themselves as active, rational and
civilised. The Orientalist was exposed to the Europeans as very romanticised
and exotic through writers and poets. Looking at Said’s (1979) Orientalism, I
will be able to identify the ways in which the creators of Battlefield 4 have
romanticised and exoticised other races, such as the Orientals, through the
creation of the labels given to the Orientals and how the characters are
developed along side to match the stereotypical labels given to the Orientals
in older media representations.
Dill, Gentile, Richter and Dill (2005) confirm the findings of Williams (2009)
with their statistics, which show over two-thirds of the main characters in video
games, were white. When we consider the games analysed are largely
marketed to a worldwide population, as opposed to an individual country,
these figures are not representative. Dill, Gentile, Richter and Dill (2005),
along with Williams (2009), whilst noting the lack of non-white representation
in games generally, do not consider how the characters that are non-white
which are included are represented. In addition both studies are quite dated
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focusing on previous generations of consoles including the original XBOX and
PlayStation 2.
Ferdig (2008) indicates that there is limited research into stereotypical content
in video games and the impact of such content on players. Ferdig (2008) also
identifies how fewer studies have researched racial stereotyping in video
games, and that existing studies found game designers created non-white
characters race and ethnicity as rather ambiguous, where characters that are
non-white are portrayed as bad. Ferdig (2008) also stated that previous
studies have not discovered minority groups to be depicted negatively. My
own research contradicts these findings and builds upon them, because not
only are the studies, which Ferdig (2008) cites out of date, due to the next
generation of consoles such as Xbox 360 being released but the games,
consoles, and stories also change in time. Developments within technology
have improved image quality, but also characters are now created to depict
more labels or personas, let alone being good or evil. Another aspect to
consider is that if, as Williams (2009) claims, the representations in gaming
are comparably similar to those within TV and older forms of media, then
considering current representations of ethnic minorities in such media
platforms more attention needs to be paid to the portrayal of ethnic minorities,
alongside their visibility. The roles which are played and represented for non
white people in the media are usually the villains, for example in the movie
‘The Last Air Bender’ (2010) where entire cast was created as white and the
villain to be of Asian (Indian) origin, despite the fact that the original books
and the cartoons show all of the characters are of east Asian origin, showing
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the white washing the story by Hollywood film producers. Ferdig (2008) also
acknowledges that educators are now considering video games as a
dominant tool in educating (Gee 2004, Gee 2003, Van Eck 2006); if video
games are becoming a powerful tool then the assertion of stereotyping of race
should be considered highly as a tool to mould minds, and the importance of
research into such areas cannot be debated.
Dill and Burgess (2012) look at the identification of race within the character
role in a variety of video games, platforms, and other media texts e.g. music
videos, films, and sports. Dill and Burgess (2012) consider the way in which
we, the audience, associate ourselves with characters: they then observe how
audiences identify race and come to understand the perceptions we have of
race to be influenced from the representations we get through the media.
Using Dill and Burgess (2012) study I can underline the influences and
responses within the game Battlefield 4 (2013) through the content analysis
and the roles in which the characters play both hero and villain, including
race. Nakamura and Chow-White (2012) use a variety of sources to provide
an in depth understanding of race after the internet, drawing upon work from a
variety of theorists (Jenkins 2008, McLuhan 1967) to understand how new
media technologies have created new demographic categories for us to
associate ourselves with and define ourselves by. Understanding the
influence that new media technologies can have over the audience’s
perceptions of these new demographics will be key in my analysis of the
representations of race in Battlefield 4 (2013). Nakamura (2012) looks into
Social Networking platforms (SNS) and other bodies of influence surrounding
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the Internet within SNS platforms. Nakamura (2012) also took insight from
studies of students within schools and how those students would represent
themselves within the categories that are provided by SNS platforms. Through
utilising the work of Nakamura (2012) I will be able to give an understanding
of how us the gamers identify and categorise themselves and others within
the roles given in the Battlefield 4 campaign, specifically in regards to race.
Shaw (2010) discusses discourses surrounding video game culture and the
power dynamics, which are influenced by the media, press and academic
articles, which have previously limited the findings of studies into video
games. Shaw (2010) additionally believes and considers that video game
culture should be of its own category, such as cultural studies is, because
video game culture has its own set of ideologies. As the study of games
draws from cultural studies this can give limitations to defining video game
culture (Fullerton, Ford Morie, & Peasrce, 2007 cited in Shaw 2010; Kline,
Dyer-Witheford, & De Peuter 2003 cited in Shaw 2010). Drawing on the ideas
of Shaw (2010) I will be able to identify the influences of the media and other
bodies surrounding the video game Battlefield 4. Shaw’s (2010) study will aid
me in determining meaning and ideologies behind race representation within
Battlefield 4 (2013). Additionally as my analysis is heavily content based and
also draws upon discourse analysis, identifying where the limitations of
studies are will help direct and give a understanding to other directions or
theories to take in account that previous studies have not.
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Jenkins’ (2008) convergence culture examines the ways in which the shift of
new technology has taken place and the influences it has had not only to the
audience but also to other media texts. Jenkins (2008) perceives the Internet
to be a gateway to an infinite amount of knowledge and data, placed into the
hands of pro-sumers due to its accessibility from mobile devices. The shift in
technology has not only changed the way in which we consume information
but also the way that we interact with other people such as SNS platforms.
Combining Jenkins’ (2008) work with that of Nakamura (2012), who identifies
SNS, as having created additional demographic labels and values we identify
by will enable a more theoretically informed analysis of video games than has
previously been conducted. Looking at Jenkins’ (2008) convergence culture
will help recognise not only how the media is consumed in today’s age of Web
2.0, but also how the game Battlefield 4 has moved forward from previous
studies inline with the technology shift. The technology shift has influenced
video game culture but also the technology itself as it is always advancing,
therefore as there is more definition, and detail given to every blade of grass,
so there is detail in our televisions and there are more definitions in the
meaning to the narrative and representations in the media, films, video
games.
Rose (2012) provides me with a variety of tools to implement in my framework
for analysis. Drawing upon Rose’s (2012) work in ‘Visual Methodologies’ I will
borrow from her frameworks for content and discourse analysis, to identify the
different potential perceptions that she discusses. Rose (2012) discusses both
dominant and normative perceptions within Visual Methodologies and both of
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these arise through first person shooter games, making Rose’s (2012) work
well suited to my analysis of Battlefield 4 (2013). The importance of discourse
analysis to Foucault’s (1977) notions surrounding power are highlighted by
Rose (2012:193) who states “discourse is saturated in power”. I will make use
of Rose’s (2012) work to provide a framework for my discourse analysis that
will enable me to understand the forms and structures of power implemented
and involved with race representations in Battlefield 4 (2013).
Observing previous studies of videogames has exhibited the overlooking of
negative representation of race as an important fact. The ways in which race
has been represented have remained unidentified or not seen, therefore not
all aspects of race have been studied, previous studies have merely focused
on the quantity of racial representations as opposed to the content of them
(Dill, Gentile, Richter and Dill 2005). From identifying this existing gap in the
current literature my analysis will be adding further studies into race
representation, identifying the ways in which race is represented both
negatively and positively. Additionally due to the nature of video games and
the technology shift identified by Jenkins (2008), the study on Battlefield 4 will
be significantly more up to date than previous research, as Battlefield 4 was
released near the end of 2013 and there is currently little to no research into
either Battlefield 4 explicitly or this generation of gaming consoles. Not only
will the research be an up to date study, but also as a non-white researcher I
will have a different relationship and understanding to the study than most
previous game researchers have had. Lastly as most existing researches
within video games have focused on quantitative research methods,
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producing statistics for their analysis, my analysis will be of a qualitative
nature, which will be rich in data, meaning unlike quantitative research
methods which do not give the full perspective and meaning behind data, my
research will. I will draw upon frameworks for analysis as outlined in my
literature review focusing heavily upon the work of Rose’s (2012) ‘visual
methodologies’.
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Analysis
Now using the methods outlined in my methodology and the academic texts
explored previously in my literature review, I will be analysing the screenshots
I collected from my campaign I completed in the game Battlefield 4 (2013). In
my analysis I will be paying close attention to the representations of race
within the game. I will first identify the main characters that I played as and
other team members or collaborators. Then I will turn my attention to how the
myself and audience identifies race and how the representations of race that
have been created for the characters draw upon the stereotypical discourses
prevalent in society. To highlight the prevalence of stereotypical race
representations in society I will draw comparison between representations
present in Battlefield 4 (2013) and representations of race in old and new
media artefacts.
When the game is loading, a short video is played of the heroes and some
action scenes (See Figures 1, 2, 3 and 4 below). The introductory video
includes a white male soldier who is Sergeant Daniel Recker, the character I
play within the game Battlefield 4 (2013). The video also pictures soldiers of
the US army on foot and in jets. From the uniform you can see they are US
soldiers. Their nationality can be identified by the audience by the US flag
they have on their chest and arms. The audience can instantly recognise the
US soldier as white by their facial structure and skin tone, the soldier is
instantly recognisable to the audience as a key hero to the story and as
‘good’. As the game progresses, you play as a member of the US army,
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assuring that the player of the game has their identity set to white by default
(see figure 1), much in the way Nakamura (2012) describes default identity on
the internet as being set to white. Every member of your squad in the US
army, bar one is white, representing the dominant discourse of white people
as heroes and as powerful and governing.
Figure 1 (Battlefield 4 (2013))
Figure 2 (Battlefield 4 (2013))
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Figure 3 (Battlefield 4 (2013))
Figure 4 (Battlefield 4 (2013))
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Figure 4 is the starting screen that is shown every time you play the game
Battlefield 4. The white male character in the middle is Sergeant Daniel
Recker who you play as the default character, which you cannot change, for
the entirety of the game. Recker is wearing military uniform and from the U.S.
flag on his arm and which you can see in Figure 1 and another US flag on his
chest which you can see better in Figure 3, the audience can identify Recker
as being from the US army. Recker is carrying a sniper rifle in his left hand
whilst holding a handgun in his right, he is also running towards you with
battle tank and infantry fighting vehicles, which are military vehicles driving
behind him with the entire image being blurred slightly and not Recker
therefore showing that he is the main character, the weaponry and military
tanks also connotes power as weapons are used for killing therefore a power
of taking life. Also another connotation that comes across is the American
idea where one man is all they need to fight enemies, as he is the only foot
soldier, shown in the image (Figure 4). Similarly in the American film called
Die Hard (1988) where the main character, which is a white male, and is a
police officer who single handily defeats the enemy (German terrorists).
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Figure 5 (Battlefield 4 (2013))
The image above (Figure 5) is of a US soldier, who is white and male, named
Staff Sergeant Dunn. Staff Sergeant Dunn is on my team fighting with me
throughout the first mission. With short brown clean-cut hair and clean-shaven
face. This again reproduces the dominant discourses of the white male as
powerful, heroic and essentially ‘good’. Staff Sergeant Dunn dies in the first
mission and upon realising he is dying describes himself as taking one for the
team and frames his death as for ‘the greater good’. Sergeant Dunn’s death
portrays the white American as selfless, and courageous because he is willing
to sacrifice his own life for the good of his squad and country. Dunn’s act of
valour and courage can be seen as American patriots and especially in
American films, such as ‘The Matrix Revolutions’ (2003), where the heroes
are willing to sacrifice themselves. In ‘The Matrix Revolutions’ (2003) the main
character, the hero, ‘Neo’ sacrifices himself and is taken away by the
machines (enemy), which is a greater good for the world. Another recent film
called Red Dawn (2012) where the Chinese invades the United States and
take people hostage and the heroes father who is a policeman was captured
26
and forced to get his children to surrender, which he refused, and instead told
them to fight back and in turn sacrificed himself by being shot in front of his
children.
Figure 6 (Battlefield 4 (2013))
Figure 6 depicts a US soldier, black, male and is on my team fighting with me
through the missions. I am not given the option to play as the black male at
any point in the game, or given the opportunity to choose any other ethnicity
other than the assumed default identity of white. He uses a lot of swear words
or some slang terms such as above “Burn those motherfuckers” instead of
using terms white soldiers use such as take down the enemy. He is therefore
exoticised and stereotyped, his jaw is set as wide as is his nose and he is
represented in line with typical ‘old media’ representations of black males.
These representations highlight Williams (2009) point that video game
representations do largely correlate with the representations of ‘old media’
such as television or newspapers. The black character reproduces the
stereotypical ‘ghetto’ black male seen represented in western TV shows such
as Top Boy (2011) and films such as Adulthood (2008) where black males are
27
represented as overly aggressive and of a lower class than their white
counter-parts through excessive use of swear words, slang, body language
and general demine. In the movie Crash (2004) we see more stereotypical
representations of black males, when a white character questions a black cast
members speech and dialect, calling upon the director to assert that as a
black male he must speak in a certain way, to highlight his difference and set
him apart for white characters. Battlefield 4 (2013) ensures the preservation of
such stereotypes through the way the black character (Irish) talks, conducts
himself, and interacts with others and his surroundings.
In the first mission where Staff Sergeant Dunn, a white male character,
sacrifices himself for the greater cause relieves himself and puts Sergeant
Daniel Recker (Reck), another white male character, in charge instead of
second in command Staff Sergeant Kimble Graves (Irish). The appointment of
Recker as the new leader over Irish (who was previously ranked above him)
emphasises the dominant discourse of white supremacy within the game
Battlefield 4 (2013). In the military ranks are given to officers from Private to
Sergeant Major, with this in mind Reck the character I play is a Sergeant
whereas Irish is a Staff Sergeant who is a higher rank than Reck, this shows
that even though Irish is more qualified to take charge, Sergeant Recker a
lower ranked officer who is also a white male is given the role to take charge
of the team above a higher ranked officer which shows that white characters
have more authority and responsibility than other ethnic characters including
higher ranked characters.
28
Figure 7 (Battlefield 4 (2013))
All three men in the picture in figure 7 are US soldiers. The white man on the
right is a higher ranked soldier who gives orders to lower ranks such as the
men on the left. The two men on the left have the US flag on both their chests
and their arms. All higher-ranking soldiers and officers within the game are
white, demonstrating a narrative that only white people have the capacity to
make sensible decisions and preserve the life of their squad.
Figure 8 (Battlefield 4 (2013))
29
Figure 8 shows two men on guard. In the above picture (Figure 8) are two
U.S. soldiers, one man has a cap on the right and his face is slightly visible
and looks to be a white male. The man on the left has his face covered and
no skin showing so you cannot identify what race he is but you can identify
both men as U.S. soldiers by the U.S. flags on their chests and arms. This
scene humanizes the white characters, through the displaying of a hospital
scene in the background where we can clearly identify the white soldiers as
caring for the wounded. Such scenes try to show the compassion and
humanity of the American soldiers, showing that they have an emotional and
protective side, in trying to help others who are wounded. No such scenes are
shown of the enemy caring for their wounded, and the black soldier (Irish)
does not at any point participate in the caring for the sick, demonstrating an
attempt again to assert the default identity of ‘white’ as the ‘good’ or ‘better’
and other ethnicities as ‘bad’ or less important. This dehumanizes races other
than white by default, as through the omission of images of them caring for
their wounded the audience is left to assume they do not, despite the obvious
realties of warfare, which would suggest they do.
Figure 9 (Battlefield 4 (2013))
30
In Figure 9 is a black man wearing military uniform with the U.S. flag on his
right arm to identify he is US army. This screenshot is from a scene later in
the game, after the black soldier (Irish) rescues a large group of Chinese
civilians. This screenshot depicts Irish being chastised for this because he
was going against orders. The example of Irish breaking rules again creates
the stereotype that people who are non-white do not conform to societal rules
and regulations, as often in old media they are presented as villains or
criminals (for examples see Adulthood (2008)). Where as white people are
held up as heroes, despite the fact they would have left the Chinese civilians
for dead, because they are following orders. This screenshot demonstrates
that through his actions, Irish is ‘othered’ as being on the enemy’s side,
because he has saved them against orders. There is a strong resistance from
other members of his squad about Irish’s actions, saying that it wasn’t his
decision to make and that he has to follow orders (from his white superiors).
This also depicts other ethnicities as less worthy of recognition, and less
deserving of praise, despite the obvious good that Irish has done. Also
America has a known fear of communism, also known as the Red Scare for
the fear of a growth in communism, which could be seen by the actions taken
by the higher ranked offer creating the missions for Tombstone. The action of
penalising Irish as he makes a decision without clearance thinking its ok and
for the greater good which can be seen as a communist approach, also China
is a communist country and for Irish to save and take in civilians of China is
allowing communism to take place in the US military, which runs counter to
their goals to eradicate the enemy.
31
Figure 10 (Battlefield 4 (2013))
This screenshot (Figure 10) shows Irish again resisting instructions from his
white superior, by refusing to take along a Chinese agent on a mission.
Throughout the game at no point do any of the white soldiers question
decisions from higher up, indicating Irish’s deviance from the social norms of
the army. Irish continues this disobedience and deviance throughout the
game, so that despite his positioning as on the ‘good’ side, he is still seen as
deviant and strongly differentiated from the white members of the squad. This
can be tied in to Said’s (1979) notion of orientalism, which marks the
difference between the west and the east as the ‘civilized’ vs. the ‘uncivilized’.
Taking into account Said’s (1979) notion of orientalism we can understand
Battlefield 4 (2013) as positioning Irish as ‘uncivilized’ through his ignorance
of instructions, despite him being part of the U.S. Army and the ‘good’ guys,
so that he is still seen as less civilized than his white comrades.
Figure 11 (Battlefield 4 (2013))
32
Figure’s 11 and 12 are of a squad from the U.S. military. The first man with
the hat is a white male (Figure 11) and with the second man whilst you cannot
identify the ethnicity you know from the mans who’s face is covered (Figure
12), they are from the U.S. army because of the U.S. flag on the arm of the
person who’s face is covered. In Figure 11 above is a white man in military
outfit and hat. The audience can identify that he is within a garage because of
the red tool box in the far left and when I was playing I was dragged in
through garage door, which rolled up, and a back down. In figure 12 The man
in figure 11 is also present, with his team members in the back left, in Figure
12 below which is a close up of the man on the left in figure 11 who is working
on a laptop; the man is in military gear and helmet with his face covered and
goggles on and therefore the audience are unable to identify ethnicity, but he
has the U.S. flag on his left arm which indicates the team is U.S. army and
during the mission they were undercover in enemy territory collecting
information and deleting what they have already reported back to the U.S.
army. This identifies the U.S. army as proactive and conscientious in ensuring
that their intelligence does not fall into the ‘wrong’ hands, in this case the
33
hands of the other armies they are fighting against. This identifies the ‘others’
(who are distinctively different in ethnic appearance) as dangerous, uncivilised
and without the capability to gather their own intelligence, as the U.S. Army
perceives them to rely on stealing their intelligence in order to continue their
perceived attack. Avoiding the visibility of the characters face demonstrates a
dehumanization of him, and implies he is insignificant to the development of
the main story.
Figure 12 (Battlefield 4 (2013))
Figure 13 (Battlefield 4 (2013))
34
In Figure 13 above the female soldier in the middle is a higher ranked officer
from the U.S. army. She is white and has military outfit on with the U.S. flag
on her arms. The woman on the left is a Chinese woman called ‘Hannah’
which you can see in Figure 24 better. Hannah is wearing a military uniform
but does not have any identification as to which military group she works for,
as she is a double agent working primarily for china and the U.S. against
Chang, the ultimate enemy. The depiction of an obviously east Asian
character as playing a double agent racially stereotypes them as deceptive
and again, deviant. This promulgates the idea that white people are trust
worthy and reliant; where as people of other ethnicities are not. Battlefield 4
(2013) enforces ideas of white supremacy through relying upon depicting
other ethnicities as deviant, less reliable and uncivilised like how Said (1979)
describes orientalism. The man on the left is ‘Irish’ from Figure 9, he is slightly
slouched and so is Hannah like they are lowering their head to their superiors,
as the white Female soldier in the middle is standing straight and firm like she
has authority. Although Hannah and Irish were running and fighting a few
moments ago, before the scene above, seen in figure 13. This demonstrates
35
the power that white people in Battlefield 4 (2013) are depicted as having,
even over their comrades, purely because of their ethnicity. People of other
ethnicities are continually depicted as reliant on their white comrades for
instruction and guidance, and as less worthy of recognition for their actions,
such as the American film ‘Anna and the King’ (1999) where the main
character has to have her head lower than the kings head at all time to show
the kings superiority is greater than everyone and this is also done in various
other cultures to show respect and bow.
Figure 14 (Battlefield 4 (2013))
In Figure 14 I was in a tutorial showing me what I can do to help me complete
the game, I had to tag the enemy to give my team the permission to attack/fire
at the enemy. In the picture above you are not able to identify what country or
army or who the enemy are as they are far away. Although from the uniform
36
you can see they are Russian, the team members also identified them as
enemies on encountering (explained in the subtitles) and then I had to tell my
team to engage by pressing RB (Right bumper on the control pad). The man
on the right is Irish from Figure 9 and the man on the left is Sergeant Dunn
from Figure 5 who is also aiming his assault rifle at the enemy, which was
another indicator for me to know who the enemy are. Throughout the game I
took instruction from white figures of authority and was reliant on them to
know what to do, and who to identify as a target. This demonstrated again
that Battlefield 4 (2013) asserts white males as dominant, rational and reliant.
There are no instances where I solely rely upon Irish for my instructions, and
no instances where characters of other ethnicities give me orders without the
approval of their white comrades.
Figure 15 (Battlefield 4 (2013))
In Figure 15 above, I was in a tutorial where I was told to engage the enemy
to shoot at them by my team members identifying by describing what direction
the enemy was coming from, this was to help one team member who was on
route to meet us. Although I was told to engage the enemy I was still unsure
37
to who the enemy was, until I was told which directions to look and when the
fire fight started and watching the enemy hide to fire at us. From the uniform
the enemy is Russian military. The enemy is always identified by them
opening fire, the Americans are never presented as engaging in fire first,
immediately identifying that they are superior and only acting in defence. This
again highlights other ethnicities as aggressive, violent and unnecessarily
intrusive.
Figure 16 (Battlefield 4 (2013))
In Figure 16 I used a gadget given to me by one of my team members called
PLD (Portable Laser Designator), which laser paints targets while lock is
maintained (Knight et al., 2013). The designator enables friendlies with missile
systems to lock on to the targeted vehicles. This also lets me identify the
38
enemies more easily and showed me where they are as you can see above
the orange figures with arrows on top. This was helpful because I still wasn’t
able to identify the enemy from afar until I got close range to them.
Technology like this demonstrates that for the U.S. army removing the enemy
is of paramount importance, identifying them as dangerous and a threat to the
wellbeing of the squad. Access to such technology also paints the U.S. army
out as being more well developed, advanced and sophisticated than the
enemy showing that they are more powerful over-all and supreme.
Figure 17 (Battlefield 4 (2013))
In Figure 17 above, the man I melee (which is defined as a confused fight or a
scuffle on the internet but in the game it means to stab with a knife) was a
Russian soldier. I could identify his nationality from the uniform he was
wearing with the Russian flag on his arm and he is also white and had a
39
helmet on. Additionally the noses of the Russians are larger, longer and more
defined than their U.S. counter-parts, marking them as different to the white
members of the U.S. army. The enemy is also quite realistic with good
definition to his face and shows a reaction of being confused and shocked as I
stabbed him. The enemies eyes are also looking straight at me as if they were
looking into my own eyes, which is rather disturbing or made me feel
distraught every time I did this to the enemy as I knew it was a game but the
realism given made me feel as if I had actually done this. Although the
Russian man is the enemy within the game I did not like the feeling of thinking
it was real, and the emotional value as if I had killed a real man. I believe no
one should kill no matter what has happened from how I have grown up, and
whilst I do not mind fighting, killing I am against, so the realism of me stabbing
in the game threw me off as I was only thinking it was a game.
Figure 18 (Battlefield 4 (2013))
In Figure 18 above I was in an elevator and on an undercover mission that
was accidently blown straight away as we encountered enemy by going to the
wrong floor. The way I identified the enemy was by the marker in the middle of
40
the screen, which is a slightly arched line, which follows the enemy in which
direction they are. The curve makes it easy to identify the enemy, making this
an important part of the game. Constructing the enemy as something
important for the player to identify renders them dangerous and necessary
targets to be killed. The enemy was also wearing a gas mask of some sort, on
their arms was the Chinese flag and they were also wearing the Chinese
military uniforms. The man on the left is Irish from Figure 9 who is wearing
casual clothing, as the mission was undercover. Irish is depicted wearing a
brown leather jacket buttoned up and is under cover behind the elevator wall
from the enemies in the building.
Figure 19 (Battlefield 4 (2013))
In Figure 19 is a man who I melee, he is a in the Chinese military which is
identified by the uniform he is wearing and the gas mask and the flag that is
on his uniform. The melee attack this time unlike the previous in Figure 17 is
less emotionally involving as the man’s face is covered and therefore not as
41
affecting when attacking. The enemy wearing a gas mask again dehumanizes
them and makes the loss of life less disturbing to the audience. The conveyed
importance of killing the enemy also ensures that the audience feel they are
fighting for the ‘good’ side, and therefore constructs the other ethnicities,
which must be killed, as hostile, inhumane and dangerous.
Figure 20 (Battlefield 4 (2013))
In Figure 20 the man who I melee is a Chinese military which is identified by
the uniform he is wearing and the flag that is on his uniform. The enemy can
also be identified as Chinese in this case by the stereotypical facial features of
the slightly narrow eyes and wide nose, combined with the slightly tanned
42
yellow skin tone to construct him as different and unquestionably east Asian.
The flag on his uniform confirms to the audience he is Chinese.
Figure 21 (Battlefield 4 (2013))
Here (See Figure 21) the enemy is wearing a gas mask (also see Appendix’s
2 and 3 for different examples) and black combat uniform with the Chinese
flag on the left arm, therefore without seeing his face you know the enemy is
Chinese. The mask again serves to dehumanize the enemy for the audience
so that there are no facial expressions to read, and no person to become
emotionally invested in. The fact that the enemy is armed also enables the
audience to legitimize the killing as he is armed and presented as a threat to
the squad and to your own life. The fact that in the game we have to destroy
the enemy’s airfield shows that the enemy are heavily armed, and thus gives
them the ability to cause significant damage were we not to kill them. Again
this legitimizes the killing to the audience as they feel they are preventing
further loss of life and avoiding a threat to their own, white, country.
43
Figure 22 (Battlefield 4 (2013))
Here (Figure 22) I was able to identify the enemy on the left (the three people
standing two male and one female in the middle who is Hannah the double
agent) as previously in the mission I encountered the Chinese army, which I
was fighting. They were identified previously from the Chinese flag on their
uniform and the stereotypical facial features, which confirm their ethnicity. The
Caucasian person lying on the floor is Pac and the black man kneeling on the
floor next to him is Irish who are on my team as the heroes. The three
Chinese people on the left are pointing their guns at us and this shows
portrayal of power from the enemy over the heroes, who are injured or
knocked out and trying to tend to the wounded which portrays a negative
image for the enemy. The enemy here is presented as hostile and inhumane,
because they are armed and prepared to shoot someone who is already
injured. Due to the construction of the enemy throughout the game as
negative, and a force that must be destroyed, if the roles were reversed the
image would have significantly different connotations. The U.S. army would
likely be presented as being triumphant and committed to their mission to
44
ensure the safety of themselves and the wider American population, whilst
here we recognise the Chinese as being malicious and showing no human
compassion or value for life.
Figure 23 (Battlefield 4 (2013))
In the picture above (Figure 23) the man lying unconscious on the floor is on
my team as the hero, he is wearing military outfit with the U.S. flag on his left
arm. The people standing and pointing the guns at the U.S. soldier are the
enemies and have the Chinese flags on their uniforms. Irish is knocked out
45
demonstrating him as weaker than me, his white comrade, as he is the first to
be knocked down in the confrontation after Pac is injured.
Figure 24 (Battlefield 4 (2013))
In Figure 24 the woman on the left is Hannah who is a double agent; first she
was working for the U.S. as a Chinese spy, then as a U.S. Spy for china, but
at the end of the game she was again a spy for the U.S. The story
surrounding Hannah creates a mistrust of other ethnicities as she is presented
46
as deceitful and untrustworthy. She is Chinese and so presented as slightly
tanned. The soldier on the right can be seen immediately to be Chinese by
identification of the Chinese flag on his left arm on his military outfit, also from
his facial structure and skin colour you can see he is Chinese as he is
depicted as tanned. Hannah also apologises to me ‘Recker’ who I played as,
before knocking me out in this scene, as the team does not know she is a
double-double agent. This again creates an air of mistrust surrounding
Hannah and the Chinese, and presents her non-white ethnicity as dangerous
and misleading.
Figure 25 (Battlefield 4 (2013))
The man in front (see Figure 25) at first glance through stereotyping the
slightly narrow eyes and wide nose and slightly tanned skin you can say he is
Chinese, but through the story you also know he is Chinese. The man in the
back on the right is also a Chinese man but can be identified by the audience
47
as a businessman due to his dress, as in movies businessmen wear suits,
military men wear combat outfits and gears and black uniform and so on for
defining the Chinese people; such as Lethal Weapon 4 (1998) where the
stereotypical views of a Chinese businessman are typically wearing grey
business suits and the way in which the enemy is always depicted in the dark,
giving an evil ominous look to them such as the enemy ‘Doom’ in Fantastic
Four (2005) which creates the Identity of the enemy and in this way this
portrays the Chinese in Battlefield 4 as evil and ominous.
Figure 26 (Battlefield 4 (2013))
The man sat down behind the Chinese man depicted in Figure 26 is named
‘Irish’ he is identified as an African American by stereotyping his skin colour
as black and the uniform he wears and as he is also on my team the U.S. In
this scene Irish and I are interrogated. Irish is the only person to engage in
conversation, threatening the interrogator. Rather than presenting Irish as
brave and courageous because of previous representations in the game, and
racial stereotyping, Irish is instead constructed as hot headed, irrational and
48
unable to keep calm in difficult situations. My ability to remain calm and not
say anything is presented as a supremacy over Irish. The escape of my
character is presented to me by a white male, giving me a shank (a
sharpened blade), which is identified by Irish later in the game as Russian.
Here we are again reliant on the white characters of the game to overpower
the enemy.
Through the analysis and the data gathered for identifying race
representations in Battlefield 4 (2013), I have been able to draw out the
different discourses and stereotypical representations of race. There have
been a number of positive and negative discourses on race representations,
especially the negative representations of black male characters within
Battlefield 4 (2013). Which in contrast to previous studies where there has not
been negative representation identified, which has given a different perception
to how characters have been developed and especially through the
improvement in technology. The significant qualitative data about the negative
representations of other ethnicities, Chinese and Russian in Battlefield 4
(2013), apart from the white characters, the others are created to be negative
even within the team (Tombstone) of heroes with the black character (Irish).
Whilst the white characters to be selfless in the way they will sacrifice
themselves for the greater good, such as Staff Sergeant Dunn (Figure 5) who
not only in the first mission had to cut off his right leg, but also sacrificed
himself in the car in the water by telling the team to shoot the window to
escape and leave himself behind, this act of valour has been reproduced in
many old and new films like The Matrix Revolutions (2003) and Red Dawn
49
(2012) of the patriotic American. The enemies within the Battlefield 4 (2013)
are created into negative discourses and stereotypes and the way in which
the scenes are such as Figure 25, where the Chinese businessman dressed
up and in the dark not showing his face whilst interrogating the character I
play. Also in Figure 22 where the team Tombstone is captures and the
creation of the scene with the heroes on their knees tending to their injured
comrades and then ambushed and knocked out, as the enemies tower over
the heroes creating a negative image where as if it were reversed the
emotions would be different like triumphant Americans. Also the creation of
masking the enemy (see Figures 18, 19 and Appendix’s 2 and 3), to
dehumanize and legitimize the actions of killing the enemy taking away
emotion and reasoning from the player, and the thought to be the players
actions as “right”. The way in which the hero Irish the black male character in
team Tombstone is created to be not only a hero but also someone who
defies orders which are seen negatively by his superiors and comrades; the
way he walks and his posture typically of the ‘ghetto’ ‘black’ male characters
of films previously created such as Adulthood (2008) or close to the extreme
version of black males from the ghetto such as Mr T from the A Team (2010)
who uses slang words, physical and brute force, going against orders and
being a “BADASS” as I would say. Another extreme stereotypical film for
identifying the Chinese would be Team America: World Police (2004) that
created and used puppets where the facial feature such as the eyes to be just
lines because Chinese people have slightly narrow eyes or the business man
wearing grey suits and the way in which the Chinese puppets talk made fun of
and extremely overly racially stereotyped through their accents.
50
51
Conclusion
The study that I have conducted in regards to race representations within the
video game Battlefield 4 (2013) has shown stereotypical representations of
race also found in older media texts continue to be promoted, through video
games such as Battlefield 4 (2013). During my analysis I have used methods
for analysis including visual methodologies, discourse analysis and contrasted
representations of race within Battlefield 4 (2013) with those found in older
media texts to assert that stereotypical representations of race continue to be
prominent within Battlefield 4 (2013). I have highlighted problems with
previous research into race representations in video games, which previously
found no negative representations of race where present. I argue that
negative representations of race are prominent within Battlefield 4 (2013) and
therefore more research should be conducted in the area, to understand the
ways in which negative representations of race are conveyed through new
media such as video games. I have come to my conclusions through the
utilisation of rich qualitative data collection, gathered through an auto-
ethnographic account of my experiences playing Battlefield 4 (2013), and
through visual and discourse analysis of screen shots included in the body of
my text. Throughout I have underpinned my findings with cultural theories
surrounding ‘otherness’ (Said 1979) and representations of race online
(Nakamura 2012) in order to understand the way in which the representations
I have found impact a society, giving my research a more ground context. The
research that I have conducted has been self-reflexive due to my specific
subject position, where I am situated as a researcher and as a non-white
52
video gamer. My subject position has contributed to my research as I am
drawing upon my own experiences to interpret the analysis of the race
representation within Battlefield 4 (2013).
Through the analysis I was able to highlight key signifiers of race
representation, which were constructed and reproduced within Battlefield 4
(2013). The masking of the faces of non-white or non-American enemies
created an emotional detachment for the game player and served as a way to
legitimise their killing. The use of masks to cover the enemies’ face was
repeatedly created to enable the audience to feel less emotional connection
with the person being killed. The audience is disconnected in emotion,
through dehumanising the enemy and therefore legitimizing their killing. This
coincides with old media stereotypical representations, as commonly enemies
are signified through the wearing of masks, such as “Doom” in Fantastic Four
(2005). Masks serve to hide facial features, so you cannot identify them.
The ways that the enemies are created in Battlefield 4 (2013), not only
visually, but through narrative too, serves to further enable the legitimization
of eliminating the enemy. The narrative of the campaign mode in Battlefield 4
(2013) shows the enemy possessing powerful military forces which they
intend to use to attack the United States, creating a fear and threat so that
killing the enemy becomes a heroic act and a way to protect America and
innocent civilians. The way the narrative is visually communicated through the
graphics humanises the U.S. Army so that the audience develop an emotional
attachment to the characters; far more detail and depth is shown in their facial
53
expressions and structures. Examples of the humanising of U.S. soldiers
include when the heroes fall and show humane compassion and care for their
comrades, as shown in Figure 8 & 22. In this sense the U.S. army, and the
gamer’s specific squad, Tombstone, become constructed as humans, whose
lives are less expendable.
The recreation of the patriotic white American male models demonstrated
through Battlefield 4 (2013) as the characters fighting for the “good cause”, to
defeat terrorists and enemies which are a threat to their nation is also
prevalent in many old media artefacts, such as in the films Die Hard (1988),
where there is a one man team against all evil. When Die Hard (1988) is
contrasted with Battlefield 4 (2013) we can see this one man now being
presented as one team; one team to eliminate and defeat the animalistic
enemy who are depicted as having no emotions, and being a major threat to
national security, as they are the against the U.S. The White male characters
have been created to follow orders and be selfless and die in the act of valour
as a patriotic American.
Irish is the only black character in Tombstone, and the only black character at
all in the game Battlefield 4 (2013). Irish is signified as black to the audience
through highlighting stereotypical race characteristics also prominent in old
media artefacts. Irish’s speech is less polished and more aggressive than his
white comrades, and his actions are often portrayed as reckless and risky.
Irish was created and portrayed to play as a soldier for America, who opposes
and challenges the authority of his white superiors within the video game
54
Battlefield 4 (2013). The ways in which Irish opposed his superiors was in his
view for a good cause to save lives or to keep his team safe, but throughout
the game Battlefield 4 (2013) Irish’s decisions are portrayed as ‘bad’,
dangerous and irrational. Irish was the only person to oppose orders or speak
out against authority, making sure everyone knew his opinions were put
through and known. In this way Irish’s personality was also constructed to be
a key signifier of his non-white ethnicity, with repetitive actions of defying
orders from the heroic, patriotic, white male characters portraying him as
deviant and defiant. We can compare Irish’s deviance to Said’s (1979)
description of orientalism so that we can consider Irish as ‘othered’ and
‘marked’ as different through his racial representation.
Through my analysis of Battlefield 4 (2013) I have observed how default
identity is set to white within Battlefield 4 (2013), much like how Nakamura
(2012) describes identity online. I have also been able to see how Battlefield 4
(2013) conforms to stereotypical old media representations of race, and how
these representations are created and re-created through both visual and
narrative signifiers within the game. In this sense it is clear that issues present
within both old and new media platforms converge in video games to
compound problems for stereotypical race representation in the media. My
findings have indicated that more research into representations within video
games is necessary to understand the new implications for racial
representation within new media technologies.
55
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Appendix
Appendix 1 (Battlefield 4 (2013))
Appendix 2 (Battlefield 4 (2013))
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In the picture above (Appendix 2), from the uniform you can see the enemy is
Chinese military from the gas mask and the previous images shown, but you
cant see the skin colour and from the uniform you can only identify them.
Again masks and military uniform are used to dehumanize the enemy and
legitimize their killing.
Appendix 3 (Battlefield 4 (2013))
In the image above (Appendix 3) the enemy pointing the gun at us are
Chinese from the stereotypical features as skin colour and eyes you can see,
also the Chinese flags on there military outfits. The two on the right are
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wearing black gas masks and the one with the shotgun on the left of the
masked men has no mask.
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