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 governments refusal (until recently) to allow an R18 rating for digital games, Blizzards 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.
Introduction Steven Conway & Jennifer deWinter Section I: Intellectual Property, Privacy, and Copyright 1.Laws of the Game: Intellectual Property in the Video Game Industry Mark Methenitis 2.Digital Locks, Labor, and Play in Canadas Copyright Policy: Filtering Power through Configurations of Game Development Owen Livermore 3.The Princess Doesnt Leave the Castle: How Nintendo's WiiWare Imprisons Indie Game Design Theo Plothe 4.Policies, Terms of Service, and Social Networking Games Stephanie Vie Section II: Rating Systems and Cultural Politics 5.E(SRB) Is for Everyone: Game Ratings and the Practice of Content Evaluation Judd Ethan Ruggill and Ken S. McAllister 6. Games for Grown-Ups?: An Historical Account of the Australian Classification System Steven Conway and Laura M. Crawford 7. Rockstar verslÓ`