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Jesus Strikes Back: Understanding Violence & Political Satire in Video Games
Jesus Strikes Back: Understanding Violence & Political Satire in Video Games
released by major developers that have received a large reception, a common trend
can be identified. This common variable is violence and it can be seen video games
such as Grand Theft Auto, Call Of Duty, and Fortnight. Clearly man audiences enjoy
some detest violence in video games. This division is evident in responses to the
which features real-world scenarios, where the players can shoot Muslim, Mexican,
feminist, liberal and members of the LGTBQ+ communities. In the game, players
can choose between Donald Trump, Hitler, Putin and Jesus Christ as characters to
play missions that target specific communities. These mission, however are based
Muslim men were massacred. Another mission reenacts the Orlando nightclub
shooting (2016) where 49 were killed and 53 people were wounded. Apart from this,
the game also features scenes from Women’s March where players can shoot
aims to deliver a strong message through satire and sarcasm.” However, many
gamers and observers are disturbed by the message, which they do not interpret as
satirical or sarcastic. Some believe the ideologies at the core of the game--
argue and compare video games with art made by the team of developers. In an
correctness” implies that there is certain language that’s either right or wrong, but
who’s the judge and what are their standards? Can’t we enforce our own community
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rules?” In other words, many people prefer video games to be separated by the
real-world views and beliefs which justifies the graphicness and violence in video
petition some gamers suggested that Jesus Strikes Back should be available for
gamers who want to consume such texts and that imposing a restriction on such
texts would result in a restriction on freedom of speech. The primitive graphics that
allow players to reenact real-life shootings of minorities suggest that the game
and more concerned with providing an outlet for angry white men to engage in
wish fulfillment. Embedded deep in the storyline of the video game are racist,
homophobic, sexist and Islamophobic ideologies. In the pages that follow I explore
interest to me is discussing how public discourses around such games align with,
and diverge from, those in scholarly publications, as well as how the concept of
Literature Review
the author states “Media images help shape our view of the world and our deepest
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values: what we consider good or bad, positive or negative, moral or evil… they
contribute to educating us how to behave and what to think, feel, believe, fear and
desire - and what not to” (Kellner, pg 9). In other words, it could be perceived that
media possess the power to influence one's beliefs and values. In the case of video
Palo Alto Medical Foundation, it was discovered that 97% of teen and adolescents
in the U.S. play video games. The study uncovered that the domestic video game
industry brings nearly $12 billion dollars a year. This shows that the video games
industry is a powerful force in many teens and adolescent lives. Douglas Gentile, In
his study concluded that, “When a video game is “prosocial” and rewards players
for building towns or helping others, children tend to show more empathy and
helpfulness in their daily lives. However, video games with violent content are linked
Weber, Nicholas David Bowman, Allison Eden and Paul Skalski break down to the
portrayal of violence into three factors graphicness, realism and justification. In the
first factor, graphicness is believed to be the central aspect that asses content as
violent. The authors describe in their piece, “This attribute group is comprised of
depicted” (Tamborini et al, pg 104). Such portrayal can be seen in games such as
Mortal Kombat 11 (Unreal Engine, 2019) where players can dismember the
opponent’s body parts with a vivid display of blood being splattered across the
screen. The second factor that may be important is the violent portrayal is extent to
which it is perceived as realistic. The authors quote The National Television Violence
Study which define realism as “the actuality of character, settings, and events, and it
identifies four distinct types of realism: depiction of reality (e.g., newsreel footage),
recreation of reality and real events (e.g., reenactments of crime scenes), fictional
portrayals of events that could realistically happen in real life (e.g., an action scene
in a Hollywood war movie), and fantasy portrayals of events that are not possible in
the real world (e.g., a monster battle in a film or video game).” Video games with a
realistic storyline with the same physical damage to the characters is perceived to
be less realistic because the inflicted damage is not on a real person but a virtual
character. The third aspect deals with the justification of violence. The authors
action in prior social scientific definitions of violence. Justifying violence can include
actions” (Tamborini et al, pg 105). For instance, in the video game Grand Theft Auto
depending on how the world is set in any particular video game, the justification of
violence can be altered to suit the game’s law. It could be believed, that the game
enhance the fantasy elements of such games. The authors state that “enjoyment in
some video games genres often comes from our ability to engage in a fantasy world
that we can distinguish both physically and morally from the real world” (Tamborini
et al, pg 107). However, video games that imitate violence in real-world scenarios,
dispose of real-world justifications. This is evident in video games like Grand Theft
Auto V (Rockstar Games, 2013) where the players are rewarded for provoking unjust
violent actions from the beginning till the end of the game.
Many developers, have used video games as an outlet for political satire. A
similar game to Jesus Strikes Back, called Thoughts and Prayers (GOP arcade) was
released in 2016 in the wake of mass shootings in America. The game contained a
map of the U.S. in 8-bit animation format, with target points appearing with a
number of target and “#” with the name of the city which had the target landed on.
The game also featured on clicking buttons labeled, “Think” and “pray” for gamers
to click. Upon Clicking multiple time, a third button would pop with labeled, “Ban
assault weapon sales,” which prompt messages such as, “That’s unAmerican,” “you
don’t have the votes” and “you depend on NRA donations”(figure 2).
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The same team of developers produced similar mini-games with titles such as,
“Good guy with a gun,” “Voter suppression trail” and “Trump’s pussy grabber.”
These video games share a common thread of political satire, which can be
different interpretations by the audiences. In the article “Political satire and indie
games,” George Bailey explains the limitations developers have faced in the past
technology, finance and demographics in the past had prevented satirical video
games. This, however is changing due to the boom of internet technology, which
produce games efficiently and then publishing the text on gaming-centered social
media (Such as, Steam), has had an exponential growth in distribution. Apart from
this, these gaming-centered social media network enables audiences with similar
However, these video games are often target the right-wing politics in America.
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Methodology
For the purposes of research, I analyzed the public's views of the Jesus Strikes
Back’s trailer and gameplay videos in the comment section on social media sites
such as, Facebook, Instagram and YouTube. I then compiled these reviews into
three discourses which I based as foundation for researching scholarly papers and
Discourses
The first set of views dealt with people who considered themselves as “unfazed” by
the release of Jesus Strikes Back (Figure 3). These commentators would relate video
games with to an expression of art by the developers. Hence it was considered that
banning Jesus Strikes Back, can be equated to banning art which is considered to
be against freedom of expression. This response was based on the online petition
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to ban the distribution of this game. In an article by Nathan Deardorff for Forbes
Magazine, “An Argument that video games are, indeed, high art,” the author states
effects, artist create 2D images and 3D models, writers draft story arcs and
dialogue, and programmers choreograph all the moving pieces into a seamless
world. The art is a hodgepodge of art.” In other words, video games takes extensive
work in production with an array of artist, writers, modelers and coders. In the case
of Jesus Strikes Back, the similar process of production applies. A story was written
by writers which was passed to artist who then worked on developing the images
with coders, and banning the game would result in rejecting their expression and
efforts. As one of the commentator states, “I don’t agree with it. But they should
have a right to make content and sell it if people want to buy it.”
The second discourse deals with views regarding the belief that video game are
50% of the top-selling video games contains some form of violence. Hence it could
believed that the audiences enjoy such video games, as one of the commentators
state “If your offended by this u (you) have to be offended by any war game it’s no
different than cod (Call Of Duty: Video game, 2003) or any war game on market
only difference is the teams are different!” Defenders of violent video games argue
that research done on the violent video games effects on social behavior is deeply
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flawed. They argue that video games provide a safe outlet for consumers to vent
out their aggressive and angry feelings, which may ultimately lead to a reduction in
crime.
The third discourse deals with people who believe Jesus Strikes Back’s narrative is
people whose lifestyles bigots can’t accept, via a supposedly benign, silly game.
Too many bigots take pretend to a reality level. There is no place for sh*t like this in
society.” In other words, people believes that Jesus Strikes Back perpetuates the
problematic ideologies against minorities and that it will influence people towards
separatism.
Upon analyzing Jesus Strikes Back, the discourses revolving it and the
scholarly papers I have referred to for this paper, I believe that this particular video
enforces these problematic ideologies onto the gamer who plays Jesus Strikes Back.
In Steven J. Kirsh’s article, “The Effects of Violent video games on adolescents, The
aggressive habits, and increase internal arousal. In turn, this internal arousal could
379). In other words, the author explains that violent video games have an impactful
Strikes Back, the video game may influence young adults to become racist,
should be prevented from distribution. Though the developers of this game insist it
being satire, there is no denying the dire implications of having this satire taken
video games and the devastating attacks humanity have suffered over the past few
Works Cited
Films and video Games.” Authors: Ron Tamborini, Renè Weber, Nicholas David
Kellner
• “Jesus Strikes Back: Video game gives you points for killing gay people”
• “One year later, ‘Thoughts and Prayers’ the video game is more relevant than
• “An Argument that video games are, Indeed, High Art” Author: Nathan
Deardorff