This post on gaming as politics was inspired by a Taiwanese adventure game played on mobile phones. The game in question is considered a national security risk by the Hong Kong government. (In China, it wouldn’t be able to be downloaded anyway).
Reversed Front: Bonfire – banned in Hong Kong
Chris Tang, the current secretary of security for the Hong Kong government said that having the game on your phone or playing it was a national security law offence. The game was an act of ‘soft resistance’ designed to corrupt Hong Kong’s youth.
According to a statement by the National Security Department (NSD) of the Hong Kong Police Force, Reversed Front: Bonfire is
…a game with the aim of promoting secessionist agendas such as “Taiwan independence” and “Hong Kong independence”, advocating armed revolution and the overthrow of the fundamental system of the People’s Republic of China established by the Constitution of the People’s Republic of China. It also has an intention to provoke hatred towards the Central Authorities and the Government of the Hong Kong Special Administrative Region.
Imagine an anti-communist version of Myst that’s more text driven, built by diesel punk anime and waifu fans and you have a good idea of what Reversed Front: Bonfire is.
The developers at ESC Taiwan do not hide their views. It is a great example of ‘gaming as politics’ with gameplay referencing key slogans of the 2019 Hong Kong protests.
The Hong Kong government is probably sensitive about dissent through gaming when protests went virtual on Nintendo’s Animal Crossing: New Horizons – when COVID restrictions made real-world protests impractical.
Gaming as politics beyond Hong Kong
Gaming as politics in Hong Kong is only the latest place where the medium as been used to press a political ideology.
As video game graphics have improved video game footage or machinima have been used to create footage that has been passed off as war footage. As it has got better, it has been easier to convince the casual observer on social media. Examples include HAMAS and Israel, Israel and Iran, Russia and Ukraine and Russia in Syria.
A Ukrainian research paper Video Games As Deep Media: challenges during the Russian-Ukraine war outlines how both sides have used video games as a propaganda channel. Ukrainians have skilfully used tools like customised gaming maps and conversations on online games to directly address Russians about the truth of the war. Gaming provided a space largely unmediated by the Russian government, at least at the beginning of the war.
On the flip side, Russia has pumped propaganda efforts into platforms like Minecraft and Roblox.
Political satire in games
Gaming as politics lent itself well to political satire. These are usually developed by independent software companies. For instance Bundesfighter II Turbo was based on caricatures of candidates in the 2017 German federal election. Hong Kong 1997 was a Japanese developed game based in a fantastical version of Hong Kong SAR – it also has the distinction of being considered one of the worst games ever.
Gaming as politics and as a political culture
Online radicalisation of gamers has become prevalent and the International Centre for Counter Terrorism provides advice for games design teams.
One issue that I have with the ICCT is that there is a lack of proportionality in what they talk about. I can understand that this is partly because even a small percentage of people can cause a lot of carnage. And like other emotive issues being absolutist tells a great story, which will help with everything from grants to getting meetings with politicians. One assertion they make is quite interesting:
…the relative opaqueness of video game spaces provides an attractive opportunity to meet online and outside the watchful eye of law enforcement. Moreover, the presence of many young people who may be vulnerable to extremist messaging efforts creates ideal circumstances for exposure to extremist viewpoints. However, we argue that particular aspects of gaming culture may also have a hand in the proliferation of extremist beliefs. In the study by Kowert, Martel, and Swann, “[identity] fusion with gaming culture is uniquely predictive of a host of socially pernicious outcomes, including racism, sexism, and endorsement of extreme behaviors.” Examples of how such tendencies surface from time to time are numerous.
Their view is supported by academics, Political Psychology published a research paper on how far right organisations use online gaming as a pipeline to grow their numbers.
The example provided by ICCT is the Gamergate scandal. I would argue that Gamergate is part of a longitudinal trend amongst a proportion of young men towards social conservatism including ongoing misognystic expressions of their beliefs. Do I approve of Gamergate – no, do I believe that the blame is purely around the medium of gaming – also no.
KZ manager
Gaming as politics is a concept that predates the internet. KZ manager was a series of games with an anti-semitic theme. It was first published in 1988 for the Commodore 64 alongside other home computer platforms at the time. it was distributed from player to player by disc or dial-up bulletin boards. By 1989 it was banned in Germany, but kept being maintained and republished up until 2000.
Nihilism and gaming as politics
Nihilistic terrorism has now become enmeshed in gaming as politics. Nihilism implies the act for its own sake, without any ideology challenges the political nature of terrorism as a concept. Alex in A Clockwork Orange fits this nihilistic definition to a tee. The medium for living out the nihilistic fantasies has changed over time. From books, to exploitation films, shockumentaries such as Faces of Death. Connecting with other ‘like-minded’ individuals was transformed in online spaces. Gaming was just another media form adopted by the nihilists. It is still only a very small number of them that put their fantasies into any form of action.
More related Hong Kong stories here, and more on gaming here.