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

Phase 4: "Well Fine, Assholes."

At this point in the cycle, things look pretty dire. With the enemies of media unified against them, industries are faced with two options: regulate themselves or submit to the mercy of the government.

The film industry of the early 1930s did not have the First Amendment or public sentiment in their corner; people saw Hollywood as an immoral and corrupt place that produced immoral and corrupting films. Will H. Hays, head of the Motion Picture Producers and Distributors Association (later the Motion Picture Association of America), had developed loose guidelines for film content in 1927, but he lacked the authority to enforce it so it went largely ignored. In 1930, however, with the pressure on, the MPPDA instituted a formal Production Code, based on the teachings of Catholicism, to delineate which content was and was not appropriate for American films.

Studios still ignored the new rules until Hays created the Product Code Administration, an authoritative body with the power to authorize or deny films based on their adherence to the Code. No film could be released unless it had received a certificate of approval from the PCA. Eventually Hollywood got on board the Code Train, and the Production Code determined content for over thirty years.

On the heels of the devastating Senate hearing on comic books, William Gaines went to other comic book publishers and told them that they had to work together if they were going to keep their industry alive. The others agreed, and they created the Comics Magazine Association of America, with its own code and enforcement agency, the Comics Code Authority.

Because a restrictive code was not at all what Gaines had suggested -- and because stipulations like the ones forbidding the use of words like "horror" and "terror" in comic titles obviously targeted EC -- he initially refused to join the CMAA. However, faced with an inability to sell unapproved comics to wholesalers, he had to give in. EC transitioned to medical dramas and other, more experimental titles, but its business in comics had effectively ended.

In a rare sign that society might have actually learned something from history, video games skipped the enactment of a code entirely. Instead, individual developers created ratings systems for their own games. In late 1994, however, the industry founded the Entertainment Software Ratings Board (ESRB) to provide ratings for all games released in the United States. The ESRB served a similar purpose to the Code Authorities in film and comic books, but without all the crazy religious people.

Industry use of the ESRB is ostensibly voluntary, but hardware manufacturers and many retailers will not license or sell unrated games.


Phase 5: "Okay...I Guess You're Cool."

The Production Code for movies stayed in place until the late '60s, although for years filmmakers and studios persistently tried to find ways around it. Eventually, the industry at large simply started ignoring the MPAA and the Code, as MGM did with Blow-Up (1966):

MPAA: You can't release that. It has boobies.

MGM: Well, we're going to.

MPAA: Well, you can't.

MGM: Well, we just did.

MPAA: Well...you shouldn't have.

In 1968, with so many refusing to respect its authoritah, the MPAA finally abandoned the Code in favor of a ratings system. Originally there were only four ratings: G (for "General"), M (for "Mature"), R (for "Restricted"), and X (for "X"), but the "M" rating became "GP," and then "PG," and then in 1984 the MPAA threw an intermediary "PG-13" in there because that bit with the heart in Indiana Jones and the Temple of Doom was probably a bit much. In 1990, "X" became "NC-17," and the ratings have remained the same ever since.

The creation of a ratings system more or less stabilized the industry, and courts have consistently rejected the censorship and banning of films at the state and local level (in 1952 the Supreme Court overturned the decision that denied Hollywood First Amendment rights). While controversies still come up from time to time, film as a medium has achieved acceptance and legal protection.

The Comic Book Code is technically still in place, but by the '70s it became fairly optional -- if a book didn't receive CCA approval, the publishers just left the Code Seal off of the cover and sold it anyway. The Code itself has been modified to allow more mature themes and content, but since most comic dealers will sell books whether they've been approved or not, it has become meaningless.

The video game industry, without all that pesky Code approval to worry about, has spent the time since the inception of the ESRB refining the ratings system, and contrary to the title of this section, games have not yet reached the level of public acceptance (or, at least, permissibility) of film or comic books.


This is where we are now: The Supreme Court is going to rule on whether games can be selectively banned, despite the fact that history has proven that every attempt to ban or censor entire media has either failed outright or been overturned later. It will be no different with video games. As understanding, acceptance, and truth spread, people will run out of reasons to blame games for the things that were wrong with society before we even had video games.

Video games will win this debate because film won this debate; comic books won this debate; and music, television, and books won this debate. And in fifty years when people are freaking out about how much time the kids are spending in those damn holodecks, holodecks will win this debate. It is just a matter of time.

That's not to say it will happen automatically, or even quickly, but we can speed things up by getting involved, talking to people, and most importantly by not allowing the enemies of fun to put us on the defensive. They are wrong, they are misinformed, and they will lose this argument, because we have more than just reason and the truth on our side.

We also have history.

 
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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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