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LECTURE NOTES WEEK 13
Video Games: Case Study of A Policy Dilemma
1) What is a video game?
- · Video Games (aka. Computer games) can basically be defined
according to
two main criteria: PLATFORM and GENRE.
- · Platform: The most basic division between platform is in terms
of mode of
delivery, with home computer and game console representing the two most
common forms. Games on home computers cover all genres and all types of
machine, and exploit the processor's extra power to provide higher-quality
graphics and other features, such as multi-player games over a network.
Dedicated home consoles also have cover a wide variety of genres, but are
inherently limited by the lack of expansion potential.
- · Genre: Like most forms of audio-visual media, video games
can be
classified according to genres, with the most common being role-playing,
action, shooting, simulations, adventure, although combinations of these
are extremely common. Both platforms cater to all genres, but some are
better suited to one platform or the other. For example computers have
a
decided advantage in complex simulations due to their larger capacities.
- · It is important to understand both forms of division, as both
come into
play with respect to policy.
2) Video Games and Traditional Media: Similarities and Differences.
- · As technology advances, the difference between the content
video games
and other audio-visual media is diminishing. In fact one of the aims of
game designers is to make the game appear as realistic as possible.
- · In terms of distribution, games are also like video cassettes,
and are
often sold through the same retailers, often according to the genres
described above. However, it is enough of a specialty market for the
creation of games-specific retailers.
- · Although the content is approaching video-quality, the main
difference
between games and videos is, of course, interactivity. Games allow the
user
to actively participate in the action occurring on-screen, and this
represents the greatest problem for concerned citizens.
- · On-line games further complicate the picture by falling somewhere
between
existing categories. Because they can be played simultaneously, they could
theoretically fall under the ABA's definition of a "broadcast",
but they
are clearly not broadcasts in the traditional sense, with the content
changing according to gameplay.
3) So Who Should Regulate Gaming ?
- · The variable nature of video games means that it is difficult
to see
which regulatory body should be responsible. Regulation of the gaming
industry could occur at any one of three levels: production, distribution,
and content.
- · Production: The home console market is currently dominated
by Sony and
Nintendo, with a number of smaller players producing games for the big
two.
As for computer-based gaming, there is no clear leader, although several
companies like Psygnosis do hold prominent positions. There is currently
no
specific legislation in place to regulate the production side of the
industry, and ownership issues may well be a cause for concern in future.
- · Distribution: Games are distributed through a variety of outlets,
from
video stores to department stores and specialty retailers. Most outlets
carry products from a number of producers, although producer specific
retailers are beginning to appear in the US. And Japan.
- · Content: This appears to be where all the action is taking
place, with
the OFLC being the primary regulatory body dealing with video games.
4) The Ratings System for Video Games
- · Like films and videos, games are rated as G, G(8+), M15+ and
MA 15+.
However is no equivalent to R or X for games.
- · However, while the ratings sound the same, there are significant
differences between ratings for games and similar ratings for other media.
For example, M15+ for film and video is "that which contains coarse
language or depictions of sex or violence
.likely to disturb, harm
or
offend those under 15". M15+ for games makes no mention of sex, and
instead
concerns itself more with violence ("Realistic violence of low intensity")
- · Indeed, while the X18+ category for film and video allows
for "explicit
depictions of sexual acts" such content is banned for video games.
"Strong
sexual references" are the most explicit sexual acts allowed in video
games, under the MA 15+ classification.
- · The rating system for video games implies that violence is
more of a
concern for censors than sex, at least partially because there are more
violent games than games featuring explicit sexual content. The concern
about violence appears to be an amplified version of the media effects
fears in relation to film and TV.
5) Policy In action: Games that have been Banned
- · Dream Web (1994): An adventure game in which the player takes
the role of
the central character, who is an assassin with a hit-list of seven people.
The game was banned for its depiction of "sexualised violence",
although
the link between sex and violence in the game is debatable.
- · Strip Poker (1995): As the name implies, the game is a computer
version
of the popular party game; the more the player wins, the more they get
to
see of the model on screen. The game was banned because it displayed
bare-breasted women, and as such ran foul of guidelines which forbid any
nudity unless it is for educational reasons.
- · Voyeur (1994): A complicated role playing game in which the
player has to
view pre-recorded video footage in order to gather evidence against a
fictional crime-boss. Banned for one scene in which child abuse is
discussed using "sexually explicit language"
- · Custer's Revenge (1982): A primitive Atari 2600 game in which
the player
plays the part of Custer. The aim of the game is to have sex with captive
Indian women as many times as possible while avoiding arrows and other
obstacles. Banned for racial and sexual abuse.
6) Chronology of a Banning: the Case of Phantasmagoria.
- · July 1995: Sega-Ozisoft applied to the OFLC for classification
of the
beta version of its new game, which was a first-person adventure in which
the player played a woman battling with her demon-possessed husband.
- · August 1995: OFLC responded with 8 page document which gave
reasons for
the refusal of a classification. Main reason was that the game featured
"simulated or explicit depictions of sexual activity".
- · August 1995: Sega-Ozisoft applied for a classification for
the release of
the game, resulting in a review by seven classification officials.
Representatives of the company demonstrated the game for the OFLC.
- · September 1995: The OFLC issued a Certificate of Refusal for
the game,
noting that it had also been banned under the Queensland Classification
of
Computer Games and Images Act 1995.
- · December 1995: Sega attempts to challenge the banning, but
are
unsuccessful. Copies of the game already imported by distributors are sold,
but the game is officially off-limits according to Australian officials.
Copies of the game are still available via mail-order and on-line services.
7)Final Points.
- · The regulation of video games in Australia is still very new,
with the
hype surrounding Sega's Night Trap in 1992. The controversy prompted the
govt to introduce classification, but once the system was in place, Night
Trap received a mild "M" rating.
- · While legislation is national (all states and territories
recognise OFLC
classifications), state governments can also enact their own legislation.
However, most states are simply basing their own legislation on OFLC
guidelines.
- · Australia's stance on video game censorship has been rated
as one of the
toughest in the world, and has prompted a strong reaction from the on-line
community. An Internet campaign is currently underway to have the
restrictions loosened.
Mark J. Finn
Associate Lecturer
School of Film, Media and Cultural Studies
Griffith University
Nathan, Qld, 4111.
Email: m.finn@mailbox.gu.edu.au
Room: 2.44, Level 2 Humanities Building
Phone: 3875 7434
Mobile: 0412 248 150