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Chapter 1.2
Games and Society
2
Why Do People
Play Video Games?
 Goals
 Stages
 Real-Time Interaction
 Facilitating Community
3
Audience and Demographics
 What good are demographics?
 Are they always accurate?
4
Audience and Demographics:
ESA 2003 Survey Results
 Provides broad brushstrokes
 Snapshots of a particular place and
period of time
 What information stands out?
 50% of all Americans play games
5
Audience and Demographics:
ESRB
 EC (Early Childhood)
 E (Everyone)
 E10+ (Everyone 10+)
 T (Teen)
 M (Mature)
 AO (Adults Only)
 32 different “Content Descriptors”
6
Audience and Demographics:
ESRB 2003 Statistics
 57% of games received an E rating
 32% of games received a T rating
 10% of games received an M rating
 1% received an EC rating
7
Audience and Demographics:
ESRB 2003 Statistics (2)
 70% of best-selling console games
were E or T rated
 90% of best-selling PC games were E
or T rated
 Buying habits or development habits?
8
Societal Reaction to Games
 Legal Issues: Night Trap
9
Societal Reaction to Games
 Misleading perception of games as
being child’s play
 Violence in video games drawing
parental attention
10
Societal Reaction to Games
 Legal Issues: Night Trap (1992)
 Undue attention given quality of the game
 Content comparable to a B-grade slasher
movie
 Misleading press reports about the player’s
role
11
Societal Reaction to Games
 Legal Issues: Mortal Kombat (1992)
 Featured quasi-realistic violence
 Virtual gouts of blood
 Home release drew attention where the
arcade release was largely ignored
12
Societal Reaction to Games
 Legal Issues: 1993 Senate hearings
 Industry was called to the carpet
 Threatened with government regulation
 Created a 12-point plan for self-regulation
 Birth of the ESRB
13
Societal Reaction to Games
 Legal Issues: Doom (1994) and the
1999 Columbine Massacre
 Shooters were known to play Doom
 Lawsuits were initiated against the
industry, but eventually dropped
14
Societal Reaction to Games
 Legal Issues: Grand Theft Auto: Vice
City
 Haitian-American Rights Groups protest
game content, launch Federal case
 Rockstar Games changes game content
 Lawsuit moved to Florida courts in hopes
of a stringent ruling
15
Societal Reaction to Games
 Legal Issues: St. Louis County
Ordinance
 Ordinance was passed regulating game
access
 Lawsuit filed by the ESA
 Judge upheld ordinance specifying that
video games did not contain speech
 Ruling was over-turned
16
Societal Reaction to Games
 Games and Youth Violence
 Current studies on games and youth
violence are not flawed and not definitive
 How does one define “violence” in the
context of video games?
17
Societal Reaction to Games
 Root of All Evil, or Good, Old-Fashioned
Fun?
 Games are seen as meaningless fun
 Games are also seen as a troubling source
of youth violence
 Are these views contradictory?
18
Cultural Issues
 Worst…Stereotype…Ever
 Shadow Warrior (1997) lampooned Asian
cultures and stereotypes
 Japanese-American community wasn’t
amused
 Risk of offending market
19
Cultural Issues:
Foreign Diplomacy
 Germany
 The Index – List of banned games
 Partial list of controversial elements

Nazi Iconography

Red Blood

Extreme violence
20
Cultural Issues:
Foreign Diplomacy
 China
 Controversial elements

Changing Historical Facts

Recognizing the sovereignty of disputed
territories
21
Cultural Issues:
Foreign Diplomacy
 Japan
 Controversial elements

Sex

Violence
 Surprisingly, not controversial

EA’s Medal of Honor: Rising Sun, a game that
depicted the Pacific campaign in WWII
22
Cultural Issues:
Cultural Acceptance
 The rules are . . . there are no rules
 Violence and sex may lead to a game
being banned
 . . . Or they may not
 Past bans may be the only accurate
predictor of what game types are truly
objectionable to a specific culture
23
Society Within Games:
Online Behavior
 The Good
 Everquest Weddings
 The Bad
 Addictive properties
 Online rivalries becoming offline rivalries
 Can games contribute to erratic offline behaviors?
 The Ugly
 Disinhibition and deindividuation occur because of
perceived anonymity.
 Hate crimes
24
Society Within Games
 Tools
 Moderators
 Communication tools
 Fan sites to discuss gameplay and
community outside of the game

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1.2 games and society

  • 2. 2 Why Do People Play Video Games?  Goals  Stages  Real-Time Interaction  Facilitating Community
  • 3. 3 Audience and Demographics  What good are demographics?  Are they always accurate?
  • 4. 4 Audience and Demographics: ESA 2003 Survey Results  Provides broad brushstrokes  Snapshots of a particular place and period of time  What information stands out?  50% of all Americans play games
  • 5. 5 Audience and Demographics: ESRB  EC (Early Childhood)  E (Everyone)  E10+ (Everyone 10+)  T (Teen)  M (Mature)  AO (Adults Only)  32 different “Content Descriptors”
  • 6. 6 Audience and Demographics: ESRB 2003 Statistics  57% of games received an E rating  32% of games received a T rating  10% of games received an M rating  1% received an EC rating
  • 7. 7 Audience and Demographics: ESRB 2003 Statistics (2)  70% of best-selling console games were E or T rated  90% of best-selling PC games were E or T rated  Buying habits or development habits?
  • 8. 8 Societal Reaction to Games  Legal Issues: Night Trap
  • 9. 9 Societal Reaction to Games  Misleading perception of games as being child’s play  Violence in video games drawing parental attention
  • 10. 10 Societal Reaction to Games  Legal Issues: Night Trap (1992)  Undue attention given quality of the game  Content comparable to a B-grade slasher movie  Misleading press reports about the player’s role
  • 11. 11 Societal Reaction to Games  Legal Issues: Mortal Kombat (1992)  Featured quasi-realistic violence  Virtual gouts of blood  Home release drew attention where the arcade release was largely ignored
  • 12. 12 Societal Reaction to Games  Legal Issues: 1993 Senate hearings  Industry was called to the carpet  Threatened with government regulation  Created a 12-point plan for self-regulation  Birth of the ESRB
  • 13. 13 Societal Reaction to Games  Legal Issues: Doom (1994) and the 1999 Columbine Massacre  Shooters were known to play Doom  Lawsuits were initiated against the industry, but eventually dropped
  • 14. 14 Societal Reaction to Games  Legal Issues: Grand Theft Auto: Vice City  Haitian-American Rights Groups protest game content, launch Federal case  Rockstar Games changes game content  Lawsuit moved to Florida courts in hopes of a stringent ruling
  • 15. 15 Societal Reaction to Games  Legal Issues: St. Louis County Ordinance  Ordinance was passed regulating game access  Lawsuit filed by the ESA  Judge upheld ordinance specifying that video games did not contain speech  Ruling was over-turned
  • 16. 16 Societal Reaction to Games  Games and Youth Violence  Current studies on games and youth violence are not flawed and not definitive  How does one define “violence” in the context of video games?
  • 17. 17 Societal Reaction to Games  Root of All Evil, or Good, Old-Fashioned Fun?  Games are seen as meaningless fun  Games are also seen as a troubling source of youth violence  Are these views contradictory?
  • 18. 18 Cultural Issues  Worst…Stereotype…Ever  Shadow Warrior (1997) lampooned Asian cultures and stereotypes  Japanese-American community wasn’t amused  Risk of offending market
  • 19. 19 Cultural Issues: Foreign Diplomacy  Germany  The Index – List of banned games  Partial list of controversial elements  Nazi Iconography  Red Blood  Extreme violence
  • 20. 20 Cultural Issues: Foreign Diplomacy  China  Controversial elements  Changing Historical Facts  Recognizing the sovereignty of disputed territories
  • 21. 21 Cultural Issues: Foreign Diplomacy  Japan  Controversial elements  Sex  Violence  Surprisingly, not controversial  EA’s Medal of Honor: Rising Sun, a game that depicted the Pacific campaign in WWII
  • 22. 22 Cultural Issues: Cultural Acceptance  The rules are . . . there are no rules  Violence and sex may lead to a game being banned  . . . Or they may not  Past bans may be the only accurate predictor of what game types are truly objectionable to a specific culture
  • 23. 23 Society Within Games: Online Behavior  The Good  Everquest Weddings  The Bad  Addictive properties  Online rivalries becoming offline rivalries  Can games contribute to erratic offline behaviors?  The Ugly  Disinhibition and deindividuation occur because of perceived anonymity.  Hate crimes
  • 24. 24 Society Within Games  Tools  Moderators  Communication tools  Fan sites to discuss gameplay and community outside of the game