Dave's pre-writing exercise #7: GameIndustry Economic Tropes

Talk about just about anything else that is non-gaming here, but keep it clean
dsheinem
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by dsheinem »

dsheinem wrote: I've written some thoughts on this previously...I'll see if I can dig it up here shortly.
Here you go. This was for an essay entitled "Blocking Bits: Global Approaches to Video Game Censorship" that never actually made it much further than 7 or 8 pages of a draft as I got wrapped up in another, more important project very shortly after I had started on this one (in 2009 or so). Here was the abstract for the piece:
This essay will provide both a historic overview and critical analysis of international efforts to protect children from video games perceived to contain negative content. Specifically, by outlining the historical development of public discourse concerning video games and game censorship, this essay will show how government classification boards have constructed their rating standards, argued for market bans on specific titles, and responded to criticisms from those opposed to restricted access to games. As gamer demographics have skewed past the age of adolescence in the last decade, the gaming industry has increasingly developed games that feature mature subject matter. At the same time, the locus of public debate over game censorship has shifted from that of shielding young audiences towards larger concerns over freedom of expression. Therefore, of particular interest in the analysis is how and when child safety and protection are (and are not) invoked as the rationale for game censorship. Towards this end, this essay will consider examples such as: international responses to games in the Grand Theft Auto and Postal series, ongoing controversy and debate in Australia about the standards for game censorship used by Office of Film and Literature Classification, early 1990s American senate hearings on ratings systems spurred by controversy over games such as Mortal Kombat and Night Trap, Saudi Arabia’s ban on Pokémon games for their supposed “Zionist” content, German bans on games with Nazi references, and other similar examples. In analyzing these discourses, the essay uses rhetorical criticism as a primary method. However, given the focus of the subject matter, analysis is further informed by scholarship in critical media studies, game studies, cultural studies, and related disciplines.
...and here was the intro, which covers the arcade law stuff you alluded to:
From the late 1970s to the early 1980s, video game arcades were one of the most popular amusement diversions for adolescents. In the United States, players could be found in arcades engaged in games such as Space Invaders, Pac-Man, Galaga, and Satan’s Hollow. National arcade tournaments were held, news publications such as LIFE Magazine and the New York Times published features on the gaming craze, and game-themed music, movies, and clothing all found popular success. The popularity of video games during the arcade-craze wasn’t limited to the U.S. – sales of arcade machines in Japan and much of Europe also skyrocketed during this period and became the financial foundation for companies such as Sega, Nintendo, and Atari.

Worth noting, however, is that this golden age of the arcade almost passed by the children living in certain cities and towns in the United States. Citing concerns over drug sales, truancy, and the perceived effects of gaming violence, worried parents and legislators in towns such as Oakland, CA, Durham, NH, and Mesquite, TX passed laws barring children from entering arcades without parental supervision. A 1982 “Issue and Debate” article in the New York Times covered these laws and explained that, the rise of gaming popularity had brought about an increase in parental concern. Setting the stage for a conflict that continues to this day, the author explained:

[Parents], whose children spend hours peering into the games' multicolored screens, express concern about long-term psychological damage. Some even contend that the highly competitive and warlike nature of many games could cause increased hostility and violence among those who play them. The manufacturers and operators of coin-operated games, however, maintain that there is nothing harmful about this form of entertainment. They argue further that laws that forbid young people from playing the games violate both the operators' and the players' constitutional rights. (Kerr)

Elland Archer, the city attorney representing Mesquite in a court case against arcade operating company Aladdin’s Castle, Inc. explained the city’s rationale for censoring adolescent access to the machines: ''You can carry the First Amendment to a ridiculous extreme,'' Mr. Archer said. ''This is not art. Kids are just going in there to put money into a machine'' (Kerr). The people of Mesquite, like those in other cities around the country, had decided it had a moral obligation to protect its youth by restricting access to video games.

Mesquite’s law was overturned in 1980 by the 5th Circuit U.S. Court of Appeals, and an appeal to the U.S. Supreme Court in 1982 went unheard. The judge’s opinion following the court’s ruling included an admonition that “On the seventeen year old age requirement of the ordinance, we reverse, holding that it is constitutionally offensive.”

Though this particular case was thrown out, a series of anti-arcade ordinances passed throughout the “golden age” of the arcade. These laws marked the origins of what would soon become an even larger conflict between the video game industry and those concerned about the negative effects of games. This conflict would escalate when home gaming consoles gained widespread success in the late 1980s and early 1990s. As video game playing moved from local hang-outs to private homes, the settings for these clashes were increasingly global. Countries where games were popular, such as Germany, Australia, Japan, and England, all saw game related controversies play out on a national stage.

To better understand this ongoing controversy as a global one, this essay will outline the historical development of international public discourses concerning game censorship and show how parent groups, politicians, government classification boards, and the video game industry itself has constructed rating standards, argued for or against market bans on specific titles, and dealt with the criticism that video games are harmful to children. Given the focus of this issue, a central question to ask when studying a global controversy such as video game violence is where and when child safety and protection are (and are not) invoked as the rationale for censorship. This essay seeks to answer this question in order to better understand not only how “children” are invoked in debates over censorship but also how a long-running controversy about the protection of minors has evolved over both time (since the arcade ordinances) and space (beyond the borders of local communities).
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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saturnfan wrote:As to the origins of the gaming community, where do you feel the delinquent, virtually non-gaming element fits in? From what I understand (I don't have first hand experience), is that arcades tended to attract people who weren't primarily there to play video games, but rather to loiter, skip school, engage in "risky behavior" so to speak, and so on.
Clearly I lived in the wrong town, because that arcade sounds pretty awesome. :lol:
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by Blu »

Great stuff Dave. Historiography takes a committed individual, and you've got the knack. Also, Hemingway would like a word with your comma usage. :lol: Seriously though, if your target audience is scholars and the academic crowd, that's fine, but my only critique is if you want to appeal to the masses, editing down to some more, simpler, and direct sentences might help vary the pace. Given the constraints of writing what you have in your mind in an hour might not be possible.

Get this published so we can all read it! :)
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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Blu wrote:Great stuff Dave. Historiography takes a committed individual, and you've got the knack. Also, Hemingway would like a word with your comma usage. :lol: Seriously though, if your target audience is scholars and the academic crowd, that's fine, but my only critique is if you want to appeal to the masses, editing down to some more, simpler, and direct sentences might help vary the pace. Given the constraints of writing what you have in your mind in an hour might not be possible.

Get this published so we can all read it! :)
Thanks for the feedback and the kind words :)

These are very much "stream of consciousness" exercises to get some ideas down on paper. While I am writing here for an audience, these ideas will be refined, abandoned, reversed, etc. at some point between now and actual "sitting down to write the book" in such a way as to consider audiences. Right now I don't know that any of these are right for general or academic audiences. For example, the one I just finished :lol:

Pre-Writing #3

On Critical Game Studies

Term slippage is a very real concern for emerging disciplines and for interdisciplinary forms of scholarship. The use of certain terms, for example, can attract or repel people to the content of a manuscript such as this. Misunderstanding of a key term can drive someone to take on a project under false pretenses, pursue the wrong degree , or speak to an audience on issues in a mode that diverges from audience expectations. For those who work with and study games, this is a present conundrum. This text is part of a new series that takes the title “Digital Game Studies”. However, it purports to address subjects that, at various points, might fall into a variety of closely related (yet sometimes distinct) terms:

Game Studies
Digital Game Studies
Video Game Studies
Critical Game Studies
Ludology
Critical Ludology
Digital Ludology

Associated with these “umbrella” terms are many sometimes distinct and sometimes overlapping sub-areas of research in the humanities:

Video Game Criticism
Video Game Analysis
Video Game history
Video Game pre-history
The Rhetoric of Video Games
The Philosophy of Video Games
The Psychology of Video Games
Games and Pedagogy
…many more

There are also, of course, many career fields related to games which may or may not match up to these subjects or areas, and all of which may be institutionalized in any number of areas of academe:

Video Game Journalism
Video Game Design
Video Game Programming
Video Game Artist
Video Game Sound Engineer
Game Hardware Development
…etc.

The relative recent growth of game-related areas of academic research and training is, on the one hand, a good problem to have. It suggests an interest and awareness of the cultural impact of the medium and, like other disciplines tied to particular media before it (e.g. Film Studies, TV Studies, etc.), it is evolving at a rate that is quicker than the slow pace of the academy is able to accommodate for. The result is, in part, the creation of specialized universities entirely related to games (usually seen as “technical schools” for the industry) and the majority of the most well-developed programs existing at newer, smaller private universities. Game Studies has a way to go before it reaches the ubiquity of Film Studies…

On the other hand, rapid growth and expansion is a more serious problem for creating focus, for understanding the relationships between these often polysemous terms, and for communicating the connections between academic research, industry considerations, and player interests. There’s a messiness here which, while perhaps necessary and inevitable, is also an obstacle to those looking to get involved in a meaningful way with these various fields, subfields, etc. Perhaps a formalized taxonomy, grafted over the entire list of terms, might be a start (though there may not be universal agreement on any such rubric).

All of this preamble brings me to a few points about a specific term: Critical Game Studies. The qualifier of “critical” suggests that the interest is in applying critical methodologies to the analysis of games – those methodologies derived from the critical research found in fields like literary studies, rhetorical studies, cultural studies, media studies, etc. And, by in large, this has been how the term has been employed. Key theorists from these other disciplines are regularly represented in work that embraces the moniker/keyword “Critical Game Studies” – the requisite French postmodernists, the Frankfurt school thinkers, the Canadian media ecologists, etc. Marx, Foucault, Derrida, Habermas, Baudrillard, Adorno, and McLuhan have all had a romp with Super Mario Bros., Ico, Portal, World of Warcraft, etc. To the extent that they wrote about the function of popular culture, about the work of discourse, about the intervention of mediation into more areas of life, or about the grand dilemmas of the late twentieth century makes these obvious and sometimes useful figures. They are also especially comfortable. If we are being honest, perhaps they are not always well suited to the task of launching “critical analysis” of games at all.

This suggestion for pushback against these Giants of Critical Analysis is due, in part, to the lack of other qualifiers in “Critical Game Studies”. That is, the term doesn’t announce video games or digital games. Instead, as formulated, it suggests that “games” might be a widely defined set of texts and that the work of “Critical Game Studies,” while often applied to video games, is also relevant to the study of any form of gaming past or present. However, Ludology, which has concerned itself with gaming writ large for a long period, and which often uses critical approaches, does not draw on the same reservoir of “go to theory” that modern “Critical Game Studies” seems enamored with. “Critical Game Studies” as a term does more to group together work that is very much done in established disciplines than it does name something distinct.

This phenomenon is, of course, a tendency or a generalization and not a rule. There is “Critical Game Studies” scholarship that is, in fact, grounded in a body of theory that applies directly and usefully to digital/video games, that doesn’t attempt to apply Hebdige to game subculture (!!), and that instead is focused on creating insightful analysis of the artifacts of the medium in such a way as to advance our understanding of its distinctness from what came before. Perhaps this is “Critical Video Game Studies,” a qualifier that – as Derrida might suggest – is a difference that matters.
Last edited by dsheinem on Mon Apr 22, 2013 10:45 am, edited 1 time in total.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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It's difficult to know what you're getting at without reading everything, and especially by reading what look like chapter abstracts or perhaps blog posts. Therefore perhaps some of this will be negated by future posts.

It appears you rightly picked up on a microscopic version of longue durée, possibly punctuated by a New Historicist trend (do I detect that rightly?). I do appreciate that you're showing the ideas, structures, and trend already present in the earliest phases evolving into today's structures. I think that an isolating point of view is all too common in generic histoires événementielles. I think you may even be able to tie this in further with a fuller view. Rather than a tightly contextualized history, you may be able to compare the modern era of "gaming" with board gaming, pinball, and French arcades (as you picked up on), and beyond. What does gaming share - culturally, economically, etc. - with the ancient Greek, Etruscan, and Roman games? Medieval gaming? Aztec gaming? Are there larger trends that gaming falls under, making it merely a subset of a subset of historical trends? I'm positive that nice correlations with board gaming (especially via Dungeons and Dragons) can be teased out from the evidence, as the two share a common history and are intertwined, I'm sure, in more than one way. (Does D&D ever borrow from video games or other media? Are the other media connected in some way to video games?)

Also, I'm a bit worried about discussing subcultures without giving heed to the complex theory that has arisen around that. More often than not, subculture has begun to refer to merely a group of people who happen to like the same thing. This is a bit iffy, for many reasons, but if you want to make the argument, you probably need to discuss liminality and alterity: what pushes gamers into a subculture, and how are they marginalized? Furthermore, you may want to relate "gaming trends" with larger trends and/or comparative "subcultures". What makes them unique as a subculture apart from a shared hobby? What makes them part of the larger culture?

These are just a couple of thoughts that entered into my head. I'm looking forward to reading more from you.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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o.pwuaioc wrote:It's difficult to know what you're getting at without reading everything, and especially by reading what look like chapter abstracts or perhaps blog posts. Therefore perhaps some of this will be negated by future posts.

It appears you rightly picked up on a microscopic version of longue durée, possibly punctuated by a New Historicist trend (do I detect that rightly?). I do appreciate that you're showing the ideas, structures, and trend already present in the earliest phases evolving into today's structures. I think that an isolating point of view is all too common in generic histoires événementielles. I think you may even be able to tie this in further with a fuller view. Rather than a tightly contextualized history, you may be able to compare the modern era of "gaming" with board gaming, pinball, and French arcades (as you picked up on), and beyond. What does gaming share - culturally, economically, etc. - with the ancient Greek, Etruscan, and Roman games? Medieval gaming? Aztec gaming? Are there larger trends that gaming falls under, making it merely a subset of a subset of historical trends? I'm positive that nice correlations with board gaming (especially via Dungeons and Dragons) can be teased out from the evidence, as the two share a common history and are intertwined, I'm sure, in more than one way. (Does D&D ever borrow from video games or other media? Are the other media connected in some way to video games?)

Also, I'm a bit worried about discussing subcultures without giving heed to the complex theory that has arisen around that. More often than not, subculture has begun to refer to merely a group of people who happen to like the same thing. This is a bit iffy, for many reasons, but if you want to make the argument, you probably need to discuss liminality and alterity: what pushes gamers into a subculture, and how are they marginalized? Furthermore, you may want to relate "gaming trends" with larger trends and/or comparative "subcultures". What makes them unique as a subculture apart from a shared hobby? What makes them part of the larger culture?

These are just a couple of thoughts that entered into my head. I'm looking forward to reading more from you.
Thanks for this. Two quick thoughts...

1) This book won't be so much a "history of gaming" (tightly contextualized or otherwise) as you and Blu (rightfully) are thinking it may be from the first few posts. There will be some orienting and contextualizing moments, but it is more about exploring some key themes in a way that looks back and forward with people who are well positioned to do so.
2) I basically called myself out for the undertheorized notion of subculture alluded to in that previous entry in the newest one (see the "(!!)" after Hebdige). I then, as a matter of playfulness, also used Derrida to end the piece (although in a proper application that wasn't about games). So yeah, I wouldn't simply rely on the "old masters" of subculture theory to explore gaming cultures/subcultures...it was just an easy move in a few minutes thought in my previous hour session :)
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by o.pwuaioc »

dsheinem wrote:1) This book won't be so much a "history of gaming" (tightly contextualized or otherwise) as you and Blu (rightfully) are thinking it may be from the first few posts. There will be some orienting and contextualizing moments, but it is more about exploring some key themes in a way that looks back and forward with people who are well positioned to do so.
2) I basically called myself out for the undertheorized notion of subculture alluded to in that previous entry in the newest one (see the "(!!)" after Hebdige). I then, as a matter of playfulness, also used Derrida to end the piece (although in a proper application that wasn't about games). So yeah, I wouldn't simply rely on the "old masters" of subculture theory to explore gaming cultures/subcultures...it was just an easy move in a few minutes thought in my previous hour session :)
Yeah, that's made a bit clearer after the third post! Guess I should have waited.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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dsheinem wrote:All of this preamble brings me to a few points about a specific term: Critical Game Studies. The qualifier of “critical” suggests that the interest is in applying critical methodologies to the analysis of games – those methodologies derived from the critical research found in fields like literary studies, rhetorical studies, cultural studies, media studies, etc. And, by in large, this has been how the term has been employed. Key theorists from these other disciplines are regularly represented in work that embraces the moniker/keyword “Critical Game Studies” – the requisite French postmodernists, the Frankfurt school thinkers, the Canadian media ecologists, etc. Marx, Foucault, Derrida, Habermas, Baudrillard, Adorno, and McLuhan have all had a romp with Super Mario Bros., Ico, Portal, World of Warcraft, etc. To the extent that they wrote about the function of popular culture, about the work of discourse, about the intervention of mediation into more areas of life, or about the grand dilemmas of the late twentieth century makes these obvious and sometimes useful figures. They are also especially comfortable. If we are being honest, perhaps they are not always well suited to the task of launching “critical analysis” of games at all.
With whom do your sympathies lie? For my personal research, I have borrowed some terminology from Structuralism and postmodernism, although I'm more of a New Historicist (with a tendency to the old-fashioned at times).

By the way, I don't see there being a discrepancy between historiography and critical analysis. They both are, in my opinion, subsumed under "cultural studies", where the particular knowledge is historical, not scientific. In fact, historiography presumes critical analysis. How can you write history if you cannot understand it? Lest we all be annalists...
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Re: Dave's pre-writing exercises: On Gaming & Community #1

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o.pwuaioc wrote: With whom do your sympathies lie? For my personal research, I have borrowed some terminology from Structuralism and postmodernism, although I'm more of a New Historicist (with a tendency to the old-fashioned at times).

By the way, I don't see there being a discrepancy between historiography and critical analysis. They both are, in my opinion, subsumed under "cultural studies", where the particular knowledge is historical, not scientific. In fact, historiography presumes critical analysis. How can you write history if you cannot understand it? Lest we all be annalists...
I don't mean to suggest there's a distinction between critical analysis and historiography as obviously the two combine quite frequently and productively. I do mean to suggest that disciplines can't neatly graft existing theory meant to look at political/social history (especially as tied to media "artifacts" or the catch-all term "text") onto video games and call it a day.

My own personal "theory heroes" would be Michel Foucault and Kenneth Burke for studying history, politics, and language and Paul Virilio and Jean Baudrillard for studying how these things intersect with "media". So I'm largely influenced by post-structuralist/post-modernist/symbolic theories of meaning in my own criticism.
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Re: Dave's pre-writing exercises #3: On Critical Game Studie

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My one word response since I'm jumping on the train: blech.
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