First and foremost, it is important to explain what the game truly is. Mass Effect is a science fiction role-playing game released on the XBox 360 in November of 2007. It received critical and commercial acclaim, achieving an average Metacritic score of 91 and 1.47 million copies sold. But there exist several fallacies within Lawrence's argument, and Jeff Brown, Vice President of Communication at Electronic Arts, singled out these misrepresentations in a letter to the Fox Network. The first most blatant correction is that the game allows the player within the first five minutes of starting the game to create a custom character, male or female. Seco
Gamers across the internet reacted to Lawrence's comments by thrashing her book The Cult of Perfection: Making Peace With Your Inner Overachiever on Amazon with 1-star reviews. Many users commented that although they had never read the book before themselves, the overwhelming majority of negative feedback was enough to judge it. This caused Lawrence to take a closer look at the game, and after seeing two hours of gameplay, she admitted that the images in Mass Effect are "kind of a joke." But this whole ordeal is far from a joke to all those vested in the unfairly targeted game. As Ray Muzyka, chief executive of BioWare (the developer that created the game), testified, "We're hurt. We believe in video games as an art form, and on behalf of the 120 people who poured their blood and tears into this game over three years, we're really just hurt that someone would misrepresent the game without even playing it. All we can hope for is that people who actually play our games will see the truth." Unfortunately, this proves to be rather difficult when a major news source opts for controversial reporting instead of covering the facts.
Fox News took advantage of several individuals for the mere sake of a dramatic story. Fox crippled its relationship with a number of its viewers who were knowledgeable enough to discern truth from the sensationalism. This incident proves that the media is still caught up in a bye-gone stereotype of video game culture, that the majority of people playing games are teenage boys. However, the fact of the matter is that the average gamer is 33 years old, whereas 86% of those under the age of 18 that play games receive permission from their parents before buying or renting a game. The news media needs to recognize what the interactive entertainment industry has grown to become. According to editor of Edge Magazine Colin Campbell, it is the threat of upcoming news venues, such as blogs, video upload sites, and social communities, that will force the TV networks to shed its antique image of the games industry: "But in order to protect themselves from further decay, they need to understand how we, as consumers, relate to enabling, interactive technology. Old-school tech-bashing is finished." Times have changed. In this day in time, interactive entertainment plays a major part of people's daily lives on a global basis. Ignoring this very important factor will result in the formation of a great rift between journalists and gaming enthusiasts. As the games industry continues to grow and expand into the artistic and educational sectors, news media must mature alongside of it to remain viable in the ever-evolving network of news sources.