Challenge Reality

1. NARRATIVE ESSAY
The prey’s eyes snapped wide open as if the hunter’s mere thoughts alerted him of its presence. In this half darkness, the only light leaked under the locked door, and he could barely make out the cracked ceiling above him. The stiff bed sheets seemed to press against him, confining him to the bed. He felt but a child trapped in his room, too scared to call out for his parents. And yet, despite his absolute desire to remain quiet, the bed creaked as he took in a deep calming breath. The demons danced now, just beyond his awareness. Their whispers muted the rushing blood in his ears. They warned him of imminent death and destruction. They warned him of the end. They warned him of an apocalypse never seen before.
“I know you’re there,” he said above the chuckling voices.
“You know, I am surprised you ended up in this place,” a new voice answered.
Too close! The prey sprung up to a sitting position, eyes widening as if that would invite enough light to see. Most of the room was dipped in shadows, and he could not quite tell which shadows belonged to his imagination and which ones were real. He licked his lips, trying to concentrate on the new voice. The newcomer. The grogginess that he had felt before was fully gone, though he could feel the persistent act of the medication instilling a strange calmness that rendered him weak.
“They can help me…” he mumbled, trying to remember where he had heard that voice before. It was a male’s voice; young but dead. Black Hood and twitching fingers. He remembered all that. Yes, this was not the first time he had encountered this enemy. The last time he had, the demons had been controlling him, guiding him forth in a never ending need to seek nourishment.
“No one can help you,” the voice continued. What was his name? He could not remember. Did the reaper have a name? He twisted the bed sheet with his fist, his eyes finally settling on one of the moving figures in the room. “Some looney hospital and you think you are safe? Please.”
“Please…” the prey echoed, a lump forming in his throat as he twisted his body and settled his feet on the cool synthetic floor. He could feel a wetness squishing through his toes. Blood? No, it was impossible. He needed to think straight. Except, what exactly is a straight way but merely crooked way to find a solution like all other solutions? He swallowed hard, eyes fixated on the shadow.
“Please… I can get better, I can live!” the prey gasped when he felt a sharpness against his neck, threatening to cut into his life. Before him, the shadow he had thought was his enemy laughed in glee and morphed into the shadow of the only desk in the room. He could feel the hunter’s breath against the back of his throat, and he closed his eyes as if raising a shield to protect himself from it all.
Death. Yes, he was terrified of a quick and early death. He could change! He would not touch anyone ever again! That was why he was in this place. This place could help, could cure his insanity and make him into a normal man.
“You have killed too many,” the hunter said quietly, his voice monotone and careful, “those demons inside you are too strong, and you will kill again.”
“An exorcism!”
“Oh? But why should I waste time calling a priest?” the hunter asked, “Besides, what type of priest? What type of god should you pray for mercy? Do you have any? Or are the demons your god?”
The prey felt hot tears run down his cheeks, but he did not dare open his eyes. This had to be some sort of trick. Perhaps the hunter was no hunter but a demon. Perhaps he could strike a deal like he had the others. Nothing else mattered but survival. He needed to survive. No matter what!
The demons crawled just beneath his skin, raising it and ripping it as they tried to take control. Would that save him? To give over to these beings of darkness and evil?
“See? I should not have stalled,” the hunter said behind him, and the warmth that spread across his neck was something unlike he had ever felt before. Collapsing, the bite of the knife barely seemed to matter. The demons held him, keeping him from clashing against the floor. The room seemed to brighten, blinding him and forcing his pupils to contract. Though it also allowed him to see the blood spatter, a pool of it filling his vision and spreading out across from him.
“Get him!” someone yelled, and he recognized the voice of one of the night nurses, “Dr. Macdith, it’s okay, please let go of that glass. You’re hurting yourself.”
Glass? Did they not see the hunter in the room? Slowly, Dr Macdith turned around, but all he could see was the frame of a shattered mirror behind him.

2. COMPARATIVE ESSAY
Controversies in the field of video games
Ever since the birth of video games as they are known now, controversies have sprung up around the industry. Their effects on the general populace are constantly placed on the spotlight and are either praised or cursed. Some claim video games are capable of bringing forth healing and dexterity. Others ensure the audience that video games can cause traumatic mental disorders and ultimately death. At the end of the day, however, the question remains open for elongated debates: Do video games create positive or damaging interactions? There are many essays and videos expanding upon several of the most famous controversies related to this question, but this essay will touch upon a more obscure branch of the subject. If left unchecked, video games can morph a player’s morality by attempting to coax their subconscious into believing certain methods, dangling prizes that make them act certain ways, or even unknowingly changing a player’s outlook in what is wrong and what is right.
For many, video games are simple forms of entertainment, but governments and companies have used them to change the player’s very thoughts upon other controversial issues. For instance, the American government released a game called America’s Army in 2002 meant to aid in the recruitment of young low middle-class Americans that did not yet know what they wished to do with their lives. Rather than mere fun, the game was designed to coax them into desiring a life in the first line. It glorified the idea of serving their country and reduced the negative points that life as a soldier could bring. It did face the dangers that came with being a soldier, but it disregarded the moral decisions that arose with joining. By enhancing the satisfaction and rewards of being a ‘life-saving’ hero, this moral decision of needing to leave your family behind and take someone else’s life is minimized and could sometimes even be overridden. Some might say war games tend to do this quite a bit, but it must be remembered that this game was specifically created for this very purpose.
A newer example and one that holds no regard for keeping their ultimate goal under wraps is called Sesame Credit. This game was released in China and was meant to become obligatory for all citizens in 2020. This propaganda game is a cross between a virtual and real life game in which an app keeps track of the player’s social interactions and economic decisions. It knows who they talk to and what they talk about. Using this information, it generates a score that gives the player a certain status within the chinese government. If the player shares a pro-Chinese post, they earn points. If they share one against a common ideology the government wishes to expand, they lose points. Furthermore, if they happen to talk to someone with a much lower score, they also lose points. This then ensures that those that do not follow these norms placed by the game are outcasted from the main body of society by their peers. Why? Mainly because of the positive reinforcement the game offers to those that adhere to the game. A reduction in taxes, discounts, future paid vacations. Now, a kinder example is Pokemon Go in which the players were enticed to leave their homes and walk around in order to attain pokemons and levels. Though much weaker than Sesame Street’s approach, the developers managed to move a vast number of individuals that would have otherwise refused to socialize or exercise at all. It made the player believe that moving around and talking to others that had their same interest was appealing and correct. Of course, it is important to note that Pokemon Go’s global impact did not have an extended effect on those that have stopped playing.
Finally, not all propaganda video games were made with the idea of changing a player's morals or actions in mind. Rather, the developers in these games either did not see what the game could potentially create or did not particularly care. The most common example of this is a game called Call of Juarez: The Cartel in 2011. Apart from an obviously weak narrative and lazy design, this first person shooter presents the player with wave after wave of enemies. Interestingly enough, the protagonist is white and must consistently kill African Americans and Hispanics in order to pass levels. Every single level is about how these minorities are only petty criminals and can do no good to society. The best thing that can be done is simply put them down. Again, it is well known that many games follow these rules, but as youtube channel Extra Credits would say, this is only “lazy design.” Even in triple A games such as the Call of Duty franchise select a basic stereotype and continually request the player to aniquilate them. In these games, the player is merely told “those are the bad guys because they are muslim. Kill them.” This, in turn, could potentially lead to misinterpreting who Muslims are and creating a subconscious hatred towards these specific people.
In conclusion, video games can indeed be used to alter an individual’s morality system and their very actions. It is not about forcing them to believe certain ways by bending their wills, but indoctrinating them by feeding them information such as all hispanics and muslims are bad for society. Furthermore, through repeated actions, positive reinforcement and even negative reinforcement, a player’s outlook in life may be morphed into what the game designer wishes them to believe. That is not to say that all video games may have a bad influence on players' thoughts and actions. After all, there are some such as Pokemon Go that have quite the opposite effect.