
What social purpose does this image serve?
Initially, the meme disturbed me … for many reasons.
Apparently, the Internet does make you stupid, as anyone who has the gall to create and post an image of video game characters in medias res massive slaughter and destruction has probably been in front of the computer screen too long and touch with reality [and yes, I see the irony here]. Aside from the meme having an overtly off-color quality, however, the image has other less-apparent though just as important disturbing aspects to it. Consider that these video game characters featured in this meme (who really did attempt to destroy buildings) and the premise of this game (to destroy every skyscraper) was acceptable entertainment for children a few decades ago. Furthermore, Midway [thanks Jacob!] released its version of the arcade game, Rampage, in the 80′s: a decade that also witnessed the release of Commando, a film memorialized, at the time, as the movie with the single-highest body count ever.
Keeping this cultural context in mind, the meme seems to reveal an underlying violent tendency present in America resulting from a momentary cultural obsession with using destruction as the primary means of displaying power. That said, is it really any surprise that we discover a meme eight years later that exploits these power-hungry, destructive attitudes of the 80′s and uses them within the context of recent tragic events for the purpose of offering smart-ass, reflective commentary about our culture?
What disturbed me the most, however, is the way in which the meme seemed to suggest a disconnect between reality and fantasy that seemed to be an effect of mediation.
As I continued contemplating the image, I developed a hypothesis based on the premise that in light of new communication technology, information and events, whether real or fantastical reach through Americans only after being mediated. Keeping this concept in mind, I conducted a brief analysis of the controversial image that attempts to examine its various mediated components and their relations in such a way as to suggest that mediation distorts reality and creates a schizophrenic cultural attitude.
Looking back at the meme, we observe an image of two smoldering buildings that continually appeared on television and as such, served as the primary way of connecting Americans and the rest of the world to the event. News programs mediated the image to Americans who, because of proximity or time, had no way of experiencing the tragedy directly.

What we see in the foreground of the buildings, however, is not an actual event that corresponds to a reality but a fantasy: the recreation of a Godzilla-themed video-game, Rampage. Though the buildings represent reality and the Godzilla characters, fantasy, what remains the same in both images is the mediated quality. For instance, Americans in Detroit, due to limitations in proximity or temporality, could not stand in front of the building and experience the event directly or after the events occurred, so they turned to the mediated reality provided to them by news stations to recreate the experience for them. Likewise, the only means of connecting gamers with the fantastic world of monsters and destruction is through mediation reality provided to them by arcades or game systems. In either case, we observe a similar structure: a distant reality/fantasy is mediated to individuals via technology capable of bridging space and time.
Are we back to the allegory of the cave? With the web, we become connected to cultures and realities far across time and space; however, since often times we cannot directly experience them, how do we know that the representation we receive on the web or television are actually accurate representations of the circumstances they reflect? Is this reality or has it been altered in some way for consumption? If the representations of reality are inaccurate, then we have experienced nothing more than augmented versions of reality that try to pass off as true. In this context, then, where faraway circumstances may only be experiences through representation, representations of fantasies could be said to have as much credit as realities, as at least they don’t make a claim at truth.
The above attempt to demonstrate the way in which mediated information (whether reality or fantasy) serves to call into question our entire understanding of reality. By doing such, I hoped to introduce ways in which a culture steeped in mediation loses touch with reality and essentially develops a form of schizophrenia.

