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A controversy was created regarding certain gameplay features of an upcoming game by Electronic Arts, “Medal of Honor”. In the game, there is an option in which players can take the role of Taliban soldiers. Many people, including military personnel, have spoken up against the use of the Taliban name. Many of these people were friends and family of soldiers who had fallen, and are concerned with players picking up the role of the Taliban. Video game stores in U.S. bases have been asked not to stock the game, in respect for the U.S. and Allied troops. The developers of the game has responded by simply changing the name of the faction from “Taliban” to “Opposing Force”.

The prominent concepts in this article are the producers and the consumers. Of course, consumer goods are also relevant, as the video game itself is a product. In this case, the developers and publishers (EA) of the game are the producers. The consumers are the populace, with a portion being those concerned with the use of the Taliban name. In this article, the consumers with the concerns are affecting the way the good will be sold to the rest of the populace. That is, there will be a deficit in the U.S. bases, and people living in the bases will have to acquire the product from a different source. The people living in the bases might not be able to buy the product because it would not be easily available.

The main event of this article concerns how consumers, and their conflicts with the producers, can affect the production and distribution of products. In this case, the producers are unable to sell their product in certain places, and were also forced to change the product, albeit in a miniscule way. I chose this article because it is a good example of the fact that consumers don’t only affect the production and distribution of products by demand, but also by other factors, such as their concerns for the respect of the soldiers.