Tom Chatfield, ‘Fun Inc.: Why Gaming Will Dominate the
Twenty-First Century, 2010: “...In 2009, the National Gamers Survey reported that 83% of
the U.S. population played video games, including 72% of men and women over 50.
Whatever your opinion on video games, they will soon be universal. Within
another generation they have their place in every home and pocket, as
inevitable as a computer or mobile phone. This is neither a dreadful nor a
marvelous fact: it is an aspect of the world we must learn to live with and
understand as best we can.
We need to take this word “gamers” and throw it away,
together with all those other generalizations that open up no debate and that
mask the future under vague hopes and wild fears. We need to talk seriously,
now, about how to get the best out of games, where the worst really lies, and
what the games we play can tell us about ourselves and our future. The news may
not all be good. But we cannot afford to ignore it.”
Ian Bogost, ‘How to Talk about Videogames’,2015: “...But then, we also have to admit that games are something
more than just nondescript vessels that deliver varying dosages of video
pleasure. They include characters and personas with whom we can identify and
empathize, like we might do with a novel or a film. They are composed of forms
and designs derived from whole cloth, producing visual, tactile, and locomotive
appeal like fashion or painting or furniture. They insert themselves into our
lives, weaving within and between our daily practices, both structuring and
disrupting them. They induce feelings and emotions in us, just as art or music
or fiction might do. But then, games also extend well beyond the usual payloads
of those other media, into frustration, anguish, physical exhaustion, and
addictive desperation. ..”
Rupert Christiansen: "...We live in a culture that swamps
us in fictions – what didn’t happen, only what someone thinks might have
happened – that blur and corrupt our perception of the truth. Plays such as
Oppenheimer turn the terrible and irreconcilable into the stuff of
entertainment, dosed with the drug of ‘fantasy-consolation.” We should be clear
that the Alan Turing of The Imitation Game never existed, and that nobody
understands DNA or the Big Bang by dint of a playwright’s magic wand.
Clio, the Muse of History,
insists on hard facts, accurate details, and the mess and ambivalence of
reality. We should respect her more..."
'घाशीराम कोतवाल' ही कशी एक श्रेष्ठ दर्जाची करमणूक आहे (पण इतिहास नव्हे) या बद्दल नोव्हेंबर २६ २०१६ला लिहले.
अलिकडेच बांगलादेशच्या पंतप्रधान श्रीमती शेख हसीना भारतभेटीला येऊन गेल्या. पुन्हा एकदा १९७१च्या युद्धाच्या आठवणी निघाल्या. अगदी भारताच्या पंतप्रधानांनी सुद्धा त्या काढल्या. माझ्याही मनात तो सगळा काळ अगदी जिवंत आहे.
'Heroes of 1971: Retaliation' हा व्हिडिओ गेम बांगलादेश मध्ये अलीकडे तुफान गाजतो आहे.
'1843magazine' त्या गेम बद्दल म्हणत: "...It is set during the war of independence, which saw East
Pakistan break away from Pakistan to become Bangladesh, and is a sequel to
“Heroes of 1971”, which was released two years ago on the anniversary of
Pakistan’s surrender. The objective of both games is to liberate East Pakistan
and, in the process, kill as many Pakistani soldiers as possible.
Interestingly, the games appear to have received some, if not all, of their
funding from the government of Bangladesh: the credits state that they were
sponsored by the ICT Division, a government ministry, and the Bangladesh
Computer Council, a state-run body..."
ह्या गेम मध्ये आता आकर्षक दिसणाऱ्या कु. अनिला यांचा प्रवेश झाला आहे. त्या पाकिस्तानी कैदेतून सुटून आल्या आहेत.
कुठल्याही इतर इतिहासाप्रमाणे बांगलादेशचा स्वातंत्र्यसंग्राम हा अतिशय गुंतागुंतीचा विषय आहे. कै इंदिरा गांधीनी आपल्या भाषणात भारतीय संसदेला डिसेंबर १२ १९७१रोजी सांगितल होत : “We hail the brave young men and boys of the Mukti Bahini
for their valour and dedication.”
आता त्यांना कु. अनिला माहित असत्या तर त्यांनी निश्चित 'brave young men and women' असा उल्लेख केला असता. पण एवढ्या खोलात कोणाला जायचय !
Benjamin Barber: "The preference for the simple over the
complex is evident in domains dominated by simpler tastes - fast food and
moronic movies, revved-up spectator sports and dumbed-down video games, for
example, all of which are linked in a nexus of consumer merchandizing that the
infantilist ethos nurtures and promotes.”
courtesy: the copyright holders of the image