Page 233 - A Handbook Genre Studies in Mass Media
P. 233
CHAPTER 9
“The Apprentice,” Donald Trump’s reality series. The premise was decep-
tively simple: “Survivor” relocated to the Manhattan rat race. Certainly,
both take-my-wife reality shows blend a classic human failing—grass-is-
greener envy—with the (2004) TV obsession with makeovers and house
trades. (The playful hint of adultery doesn’t hurt, either, particularly at a
time when Newsweek puts “The New Infidelity” on its cover.) 3
Even though the formula of genres is predictable, the audience enjoys
seeing these stories played out as an expression of myth. Psychologist
Rollo May explains, “Westerns [films] illustrate the love for repetition
that Freud mentions; we seem to have an endless appetite for seeing the
same theme over and over again as an authentic myth.” 4
Many action/adventure video games are rooted in myth, as a way to add
to the drama and excitement of the presentation. Indeed, Charles Herold,
describes God of War (Sony) as a video game “of mythic proportions.”
5
The hero of God of War is named Kratos, which is also the name of a
demi-god in Greek mythology. Kratos, which translates as “power” or
“strength,” is a huge presence in the game—bigger than life. Accord-
ing to Herold, Kratos “does everything big. . . . He can hurl monstrous
creatures to the ground, can impale demon warriors on their own swords
and can grab harpies and tear off their wings.” 6
Don Miller, a graduate student at Webster University, identified the
mythic functions of God of War:
One of its primary functions is to inspire awe. The game transports its
players into an alternate universe where superhuman strength and the
ability to wipe out enemies becomes [sic] not only possible but a reality.
There also seems to be an “instruction” component here related to the
displays of excessive violence as a solution to problems.
In addition, “gamers” may feel that by assuming the role of Kratos,
they can achieve the illusion of restoring some sense of order in their own
lives. That is, they are able to control much of the action and determine
the outcome of the game, where they may not be able to assume control
of the chaos of their own lives. 7
Some genres are particularly well suited for the transmission of particu-
lar mythic areas and concerns. Ancient myths that celebrate the exploits
of gods and heroes such as Zeus, Hercules, and Sampson, are, in effect,
early examples of the action/adventure genre. The science fiction genre
considers eternal questions about the role of human beings in the universe.
And the horror genre provides explanations for those phenomena that
exceed the limits of human control and explanation.
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