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Monster of the Week: Video Games and the Cycle of Censorship
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Monday, July 05, 2010

Editor's note: Evan's entertaining history of censorship in media is the perfect complement to a day spent digesting yesterday's barbecue and apple pie. Read it and get educated! -Brett


If you keep on top of video game news, you've probably heard that the United States Supreme Court is about to rule on whether or not video games are protected by free speech. Specifically, the court will rule on the constitutionality of California's AB 1792, which gives violent video games a legal designation as "harmful matter," and therefore makes their sale to minors punishable by law.

Whether the Supreme Court upholds or rejects this bill at this point, it is doomed to the same fate as every other attempt to allow the government to selectively censor media: It will at some point be overturned in favor of industry self-regulation. Despite the claims of anti-game groups, video games as media are fundamentally no different from movies, comic books, television, or music, and attempts to legislate them will similarly fail.

What this bill and others like it represent are the late phases of a cycle that has played out for as long as there have been both new, popular forms of entertainment and someone to stand up and claim that they are destroying the fabric of society. The details may be different, but the basic story remains the same.

 

Phase 1: The New Hotness

Every new medium begins in obscurity. The first movies were simple and mostly served to demonstrate film technology without regard to narrative or structure. So we had films like Fred Ott's Sneeze (1894) and La Sortie de l'Usine Lumière à Lyon (1895). We might look at these now and think that people were pretty easily entertained back then (especially once you know that people actually paid to see that second one), but of course they'd never seen anything like it before.

Film had to wait for technology to improve in order for the media to reach its full narrative potential, and until that happened films existed as fascinating novelties with no aspirations of social value.

The first comic book was probably Histoire de M. Vieux Bois (1827) by Swiss caricaturist Rodolphe Töpffer, but for the first century of their existence comics were largely dismissed as light, escapist fare intended for children. Even as the medium developed and its audience grew, society as a whole paid little attention.

This was also the case with video games; the Cathode-Ray Tube Amusement Device (patented in 1948) and Tennis for Two (1958) were incredible inventions at the time, but they were regarded as closer to fads or experiments than anything of cultural significance.


Phase 2: "F34r Our L33tness."

A medium can only putter about on the edge of culture for so long; it either dies of disinterest or rises into the mainstream, and the line between these two is profitability.

By 1906, the business of making movies had grown into a full-fledged industry, and films themselves had developed into a predominantly narrative medium. The first feature-length film (The Story of the Kelly Gang, 1906) and the development of advanced filming techniques such as multiple shots and movable cameras led to the creation of bigger, more ambitious projects. As the art developed, the audience expanded, and by 1908 there were about 10,000 movie theaters in the United States.

Later, comic books saw a much larger leap in popularity than film after the debut of Superman in 1938 and the beginning of World War II in 1939. Both the appeal of superheroes and the need for affordable entertainment made comics extremely profitable and thrust them into the mainstream, and the market expanded steadily during the war.

Video game development remained primarily the domain of hobbyists and the chronically bored until the early 1970s, when the first coin-operated arcade cabinets and home consoles went into production. Unfortunately, the industry expanded too quickly, leading to crashes in 1977 and 1983, but the release of the Nintendo Entertainment System in 1985 turned video games into a viable, relatively stable multi-billion dollar industry by the end of the '80s. However annoyingly, "Nintendo" became synonymous with "video game," and the industry grew around them.


Phase 3: "Woah...Slow Down."

Commercial success creates competition, and competition leads to the pushing of metaphorical envelopes. In the race to win a larger piece of the audience's expendable income, competitors within an industry experiment with technology and subject matter in order to produce unique experiences. And this is where the trouble begins.

During the Great Depression, movie studios decided that audiences might not want to watch downbeat movies, so they flooded the market with lighthearted musicals. Predictably, there were more musicals released than any audience could reasonably be expected to watch, so studios looked for ways to innovate.

Warner Bros.' solution was to begin producing crime films based loosely on current events. Movies like Little Caesar (1931), The Public Enemy (1931), and I Am a Fugitive from a Chain Gang (1932) depicted gritty, realistic stories of criminals doing criminal stuff, usually dying horrible and much-deserved deaths. These movies were pretty much the anti-musicals.

The belief that films promoted immorality was not new, even at this point (an article in the Chicago Daily Tribune on April 23, 1907 blames a boy's theft of $7,000 on "Five Cent Thrillers"), the combination of Warner's gangster films, Mae West's thinly-veiled dick metaphors, and the Marx Brothers' crazy asses led to a renewed call from religious and civil groups for censorship. This movement proceeded largely unchecked, largely due to a 1915 Supreme Court decision that concluded that movies were a business, not an art form, and as such were not protected by the First Amendment.

By the end of World War II, superheroes ruled comic books. Sensing a market for alternative stories, William Gaines, publisher of Entertaining Comics (EC), started a "New Trend" of horror, crime, science fiction, and fantasy titles like Tales from the Crypt and Shock SuspenStories. EC was not the only publisher of horror comics, but their comics were by far the most successful, featuring the standard zombies, vampires, werewolves, ghouls, and, perhaps most famously, the ironic twist ending.

Attempts to blame comics for the outbreak of postwar juvenile delinquency began in the late 1940s, but it wasn't until 1954, with the publication of Dr. Fredric Wertham's book Seduction of the Innocent, that widespread public outcry began. Wertham's book claimed, among other things, that children who read violent comic books are encouraged to commit acts of violence, and that the relationship between Batman and Robin might turn children gay.

Wertham's claims and the resulting public concerns were enough to provoke a Congressional hearing on juvenile delinquency, during which comic book publishers were made to defend their books against the claims that they were promoting youth violence and encouraging immoral behavior. Despite eloquent and reasonable testimony from Gaines and other industry defenders, the hearings cast the comic book industry in a very bad light. The Senate suggested to the industry that it change its tone and content, with the implicit threat that if they did not do so, it would be done for them.

In the '90s, the video game industry continued to draw in new gamers, and graphics had improved to the point that it was no longer possible to convince even the most gullible of parents that a dead game character's death spasms were actually a celebratory dance of some kind. Games like DoomMortal Kombat, and Grand Theft Auto gave parents, politicians, and self-described experts all new reasons to fear for the future of humanity.

This period saw the rise of now-disbarred lawyer Jack Thompson, the Fredric Wertham of his time, who claimed, among other things, that the rumbling of a Sony DualShock controller is "operant conditioning, behavior modification right out of B.F. Skinner's laboratory," and that the optional boy-on-boy kissing in Bully made it undeserving of a "Teen" rating, because he's not homophobic at all.

The Senate conducted hearings in 1993, during which witnesses testified that Night Trap is bad (but for different reasons than you or I would testify that it is bad), that children who play violent video games are encouraged to commit actual acts of aggression, and that overexposure to simulated violence desensitizes players to real-world carnage. Once again, a government takeover seemed like a very real possibility.

 
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Comments (13)
Lance_darnell
July 03, 2010


Woah. Nice. F&^king. Post.



Vive la Freedom of Speech!


Default_picture
July 03, 2010


Woo! Awesome piece Evan. I'm glad you finally finished it. And without the mushroom cloud too!


26583_1404714564368_1427496717_31101969_389938_n
July 03, 2010


I'm also glad. You may not have noticed the mushroom cloud, though, on account of all the fireworks.


Jason_wilson
July 03, 2010


Free speech is important, and I hope the court rules in favor of free speech (as with so many cases in the recently finished session, Justice Anthony Kennedy is likely going to be the deciding vote; he voted in favor of protecting flag burning in 1989 in Texas v. Johnson). Parents, not governments, should take an active role in deciding what media children view, and this includes video games. I just wish more parents took an active role in what their children play.


26583_1404714564368_1427496717_31101969_389938_n
July 03, 2010


@Jason - I agree 100% about the role of parents. I wish the active players in these debates could reach that conclusion BEFORE all legal options had been exhausted.



The reason all roads lead to ratings systems is that they (in general) allow consumers to make educated decisions without infringing upon the creative process. It's just too bad more parents don't take advantage of the availability of this information.


Lance_darnell
July 04, 2010


This was so good I had to come back for more! ;)


There184
July 05, 2010


And what about this writing innovation? Pretty soon people will be writing everything down instead of using their memories. Everybody's brain will turn to mush!!


100media_imag0065
July 05, 2010


Wow, this was very well written and a very fun read. Great journalism all around. Oh, and really great research. Can I say great again?? Someone really needs to forward this to the Governator.


Default_picture
July 06, 2010

Evan Wrote: "However annoyingly, "Nintendo" became synonymous with "video game," and the industry grew around them."


 



I don’t know why this sentence bothers me so much, but it does. You say that Nintendo was the saving grace of the video game industry, then you say that it was annoying that “Nintendo” became synonymous with video games and the industry grew around them? This makes no sense to me. What do you expect with a “boom” in popularity of a new medium? The company leading the way typically will always have brand recognition, and because they have a head start they typically dominate for quite some time. I have never heard anyone say the following:



 



However annoyingly, "Coca-Cola" became synonymous with "soft drinks" and the industry grew around them.



 



However annoyingly, "Sony" became synonymous with "cassette players" and the industry grew around them.



 



However annoyingly, "Apple" became synonymous with "MP3 Players" and the industry grew around them.



 



Eventually though, as you said in your article the commercial success leads to competition, which often times leads to the company that brought the trend about being left in the dust (Typically for their inability to accept change, and ruling with iron fists). While I would agree that Nintendo made many mistakes, I find your message of “Nintendo saved the industry” in one sentence followed by  “annoyingly, "Nintendo" became synonymous with "video games," and the industry grew around them” to be a tad bit contradicting. Then again maybe I am misinterpreting what you are implying.



 



On a side note: Nintendo is still synonymous with video games. I can’t tell you the number of times I have heard a non gamer saying that someone is playing a “Nintendo” even though they are playing a Play Station or Xbox, or they are playing a “Gameboy” because they have a handheld in their hands. Nintendo will be synonymous with video games for a long long time, especially with the major popularity of the Wii and DS lite with casual gamers.



 



On another side not: Great article. I must say it was very well put together and I learned about the evolution of other entertainment forms and the censorship that they went through.



 



Oh and I just realized I am criticizing what Evan said in an article where he is  promoting free speech... a little ironic me thinks.


26583_1404714564368_1427496717_31101969_389938_n
July 06, 2010


Robert - You left out Kleenex, Q-Tips, and Velcro.



I don't resent Nintendo for the "'Nintendo' = 'video games'" thing; it just annoys me personally because I'm big on accuracy. That was basically a throwaway joke that seems to have missed.



Glad you liked the article.


Default_picture
July 06, 2010


Ahh I got ya Evan! Thank you for clarifying that for me. I agree with your accuracy idea though as they were definitely not the inventors of the home console, just the innovators who were at the right place, right time, and had the right marketing to succeed. As for the comparison of the kleenex, that went through my head as well. Here in Canada we have another one which is all arena ice resurfacing machines are called Zambonies, where Zamboni is a brand name of ice cleaning machine.


Lance_darnell
July 06, 2010


@Robert - I just learned something about Canada from a Bitmob post! Yah!!!!


Default_picture
July 06, 2010


This is a great article. Nicely researched, without a ton of details to slog through, bits and pieces of humor, and the whole thing has good structure.



The comparison to censorship in other industries, especially the comic book industry, is interesting. One of the arguments against comic books, aside from allegations of homosexuality and violence, was that it would contribute to the illiteracy of children. That's one allegation that has stayed out of the courts where video games are concerned. But there's still a perception among the general public that video games  infringe upon time best spent improving oneself (by reading books instead, often implied).

I doubt charges of creating illiteracy will ever be addressed by the law or in court, but concerned (or paranoid) people could wind up spearheading a social movement that argues video games do just that.


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