ABSTRACT

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

chapter |8 pages

Introduction

section Section I|60 pages

Intellectual Property, Privacy, and Copyright

chapter 1|16 pages

Laws of the Game

Intellectual Property in the Video Game Industry

chapter 2|15 pages

Digital Locks, Labor, and Play in Canada's Copyright Policy

Filtering Power through Configurations of Game Development

chapter 3|12 pages

The Princess Doesn't Leave the Castle

How Nintendo's WiiWare Imprisons Indie Game Design

section Section II|60 pages

Rating Systems and Cultural Politics

chapter 5|14 pages

E(SRB) Is for Everyone

Game Ratings and the Practice of Content Evaluation

chapter 6|13 pages

Games for Grown-Ups?

An Historical Account of the Australian Classification System

chapter 7|15 pages

Rockstar versus Australia

chapter 8|16 pages

Play Britannia

The Development of U.K. Video Game Policy

section Section III|62 pages

Violence in Video Games

chapter 9|15 pages

Re-conceptualizing Game Violence

Who Is Being Protected and from What?

chapter 10|15 pages

Playing around with Causes of Violent Crime

Violent Video Games as a Diversion from the Policy Challenges Involved in Understanding and Reducing Violent Crime

chapter 11|15 pages

Banning Violent Video Games in Switzerland

A Public Problem Going Unnoticed

section section IV|86 pages

Politics and Regulations

chapter 13|13 pages

The Right to Play in the Digital Era

chapter 14|11 pages

Against the Arcade

Video Gaming Regulation and the Legacy of Pinball

chapter 15|13 pages

Curt Schilling's Gold Coins

Lessons for Creative Industry Policy in Light of the 38 Studios Collapse

chapter 16|14 pages

The Ban on Gaming Consoles in China

Protecting National Culture, Morals, and Industry within an International Regulatory Framework

chapter 17|15 pages

Regulating Rape

The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism

chapter |18 pages

Afterword