Short answer; No. Long answer; It’s a bit more complicated than that. With digital media, the ontology is often concentrated on viewing the relationship between the consumer, the media and the culture of the media. The digital part is significant. While there are now few generations that have grown up in a world that never lacked the digital component, it is still relatively new introduction in historical scale. Nevertheless, it is present everywhere nowadays and digital elements in out life most likely will keep growing as the time goes by.
Timothy Druckery, a theorist of contemporary media, even went so far to argue that it would not be possible to describe or experience the world without technologically digital devices. He argues further that the evolution from mechanical to technological computer culture has been more than just a series of new techniques and technological advances, that it is more about the evolution between dynamics of culture, interpretation and experience. Much like Druckery’s collegues, he argues that representative works are based on experience, and it would be hard to argue against that.
Video and computer games are based on experiences people have. First computer RPGs had their roots in Dungeons & Dragons campaigns people had, and this applies to origins of Ultima as well. Miyamoto has stated that The Legend of Zelda his goal with the game was to have the game feel the same way as if you were exploring a city you have never been in before. You can almost see the overworld map as a city layout in this sense, where certain paths are alleys, larger open areas are parks and numerous dead-ends permiate the game. Or maybe that’s just me. Satoshi Tajiri, the name behind the Pokémon franchise, based the game on his own experience with bug catching. Japan has a history with kids having bug catching as a hobby, and the latest big craze was during the 1990’s. When you consider how a kid has to cover creeks, run over rivers and search the forests for new bugs to catch, you begin to see the adventure and the excitement that Tajiri wanted to convey in Pokémon. You also begin to see where modern Pokémon has started to veer off, emphasizing plot over adventure. There was a good article how Yu Suzuki put Virtua Fighter’s developer through martial arts training each morning in order for his men to animate a punch or a kick right.
That is not to say a game can be created without any experience in subject itself. Hideo Kojima has never been a spy or a soldier on a battlefield, but he nevertheless put his experience from Western movies into use in Metal Gear. You can see the change in certain visual in Metal Gear Solid 2 when they got an actual military advisor on the team. For example, Snake no longer pointed his gun upwards and overall how characters began to handle weapons changed. Small, but rather significant change when you consider how much Metal Gear games depend on the whole experienced soldier schtick.
Nevertheless, all the above mentioned games are representative of some sort of experience and allow the player to experience a sort of simulation of it. With any new sort of media there has been the fear of losing something important to humanity, if you will. With digital media the question of the consumer’s identity has become a question through the fears of how any new media might (or rather will) change our way of thinking and the way we live.
Without a doubt we have both real and virtual spaces as well as the identities that go with them. We have a wear a different persona when we are with our parents or friends, and the same applies to the virtual space. Since the 1990’s virtual space has become more and more daily thing to the point of Facebook and other social media becoming almost essential. However, even in these spaces we have a persona on us that is different from others. Much like how when writing this blog I have a persona on you don’t see in other virtual spaces, though it is overlapping harshly with everything nowadays. While there is no physical aspect to virtual spaces (they are digital and non-physical by definition) they nevertheless are real and can carry to the “real” world. However, we can always the space we choose to interact with, though this has led to the birth of extreme comfort zones where one must feel safe all the time rather than challenging oneself and broaden horizons. After all, nobody wants to get stuck in place for all eternity. Unless they get hit by a car and fall into three years of coma.
Whether or not digital media and virtual identities change our selves in physical form is a topic for a different post (it does, but the extent in which way is expansive), but I can’t but mention that experiences the consumers gain from digital media affects us just as any other similar source. After all, electronic games are an active medium instead of passive like movies or music and require the consumer to learn in order to advance. This has led some to argue that games promote violence through teaching violent methods.
Eric Harris and Dylan Klebold are the two names responsible of the Columbine Shooting in 1999, and two years later Linda Sanders, whom lost his husband in the shooting, sued 25 different companies, like Id Software, Apogee Software and Interplay Productions, claiming that the event would not have happened if games with extreme violence like this wouldn’t exist. It was argued that certain games allowed the two assailants to train their shooting skills with precision and affected the two in a negative way. However, as we’ve seen multiple times over, games do not cause kids to go violent, and it would seem to be far more about the individual and their mental health than the media they consume.
However, it must be said that even when games are escapism from real world, they still are a product of real experiences. Playing may be just a game much like any other, but the more real world expands into virtual spaces thematically and ideologically, the less there is separation between the two. Ultimately, playing a game will affect the real world persona of the player, thought he question how much is very much up to the individual consumer. Games have been discussing censorship, violence and current topics for more than thirty years now, and for a medium that is about escapism to a large extent, that does not bode well. How much value we can put on a digital world that does not make use of its non-real capabilities and ties itself to the real?
Perhaps the digital personae we use has become less important as the melding of two worlds continues, and the identity we assume is an amalgamation.