
Video Kids: Making Sense of Nintendo
Author: Eugene F. Provenzo
Publisher: Harvard University Press (3 Oct 1991)
Paperback: 198 pages
ISBN-10: 0674937090
ISBN-13: 978-0674937093
Wow, where to begin with Video Kids? Provenzo’s book is not the first to examine the topic of how videogames affect children, but it’s one of the earliest to treat them seriously, as significant cultural creations. Unfortunately it’s also so infuriatingly misguided, that were anything to be written on it, a step-by-step rundown of every single point would be required. In fairness Provenzo makes a lot of good points, and some sections which meticulously dissect games (such as Super Mario Bros 2) are genuinely enthralling, but the ratio of bullshit to intelligence runs at 10-to-1.
The starting chapter, discussing Nintendo’s monopoly of the market, makes some valid criticisms. He points out the deplorable practices of Nintendo which few others would. He then goes on to criticise the company’s wish to enter the telecommunications business. It seems reasonable, but by the book’s halfway mark you can’t help but wonder if some of his criticisms aren’t just thinly veiled anti-Japanese sentiment, as was popular at the time. He spends time highlighting points put forth by Dan Gutman (at least a third of the book is actually Provenzo referencing someone else), which criticises Pac-Man, Donkey Kong and Space Invaders for being too restrictive. Whereas games like Asteroids, Defender and Robotron allow noteworthy player freedom. Notice how the first group is Japanese versus the second which is American and European, with Provenzo utterly failing to comprehend the allure of games, despite spending a chapter discussing the topic. The less said about his reliance on referencing the nonsensical ramblings of psychoanalytical academics the better – it’s all sex and oral sadism according to them.

Perhaps the biggest offence in the early section of the book is the role Provenzo regards videogames as having. He states that unlike textbooks or children’s books, which must pass library approval boards, videogame content is dictated by the consumer. This is precisely how it should be! The ironic thing is, while this was true of the computer scene in the US which had total freedom, the home console scene, specifically that of Nintendo, was nowhere near as unrestricted as Provenzo likes to believe. Nintendo had strict internal content policies, similar in style to the Hays Code for films, which crippled the content developers could produce. All the supposed sexism, racism, xenophobia and violence which Provenzo claims the games contain, simply don’t exist outside of his mind – certainly not to the degree he claims. Throughout the book he also fails to take into account the cultural origin of the games (usually Japan), and the intentions of the original creators. He claims videogames encourage selfish behaviour and solitary play even with two players, conveniently failing to mention the simultaneous two-player games that exist in his charts, such as Contra and Bubble Bobble. It’s worth pointing out that we now know Bubble Bobble’s creator made it specifically for two-players, so that guys could play with their girlfriends in arcades, thereby encouraging women to take part. Provenzo also criticises games for not featuring scenarios that encourage group co-operation, despite the existence of RPGs with multiple character parties and games like Maniac Mansion, which were released prior to the book being published.
Chapter 5 examines the portrayal of woman, and this theme actually overshadows the entire book. For starters Provenzo is obsessively pre-occupied with gender bias, to the point that all pronouns for third parties become feminised, creating a perverse writing style – ie: “a child is limited only by her imagination.” This kind of silliness should be enough for most people to just close the book, but it gets worse when he proceeds painstakingly to build an argument of rampant sexism using sloppy research. He states that game covers are a good representation of a game’s content, and proceeds to then judge the degree of sexism in games based on said covers. Which is a mistake, because as shown by the Cultural Anxiety website, covers for the US market were often altered from their original versions, which not only changed the intent of the developers, but in some cases had absolutely nothing to do with the content of the game!

It may seem trivial to dwell on these mistakes with the data, but it’s upon these numbers that he fights much of his incorrect arguments. He then criticises games because there aren’t ever any women rescuing men - as if this scenario is the norm; as if videogames are somehow some kind of aberration which defies this societal norm. Never once does he acknowledge the fact that since the Greeks starting writing their own legends millennia ago, such as Orpheus, heroic men rescuing women is the accepted traditional scenario. Videogames aren’t sexist, they merely reflect thousands of years of human culture.

For anyone of any intellect, who visits HG101 and has an understanding of game history, it’s quite clear that Provenzo has selectively picked and manipulated results, in order to facilitate his own warped agenda. Which is a terrible shame, because as stated there are the occasional nuggets of genuine insight, and he certainly did plenty of legwork when writing the book, even if the research itself was faulty. With 20 years hindsight it’s easy to point out the serious flaws and fallacies put forth by Video Kids, some of which could be quite detrimental if taken seriously.
Thanx for the review mate!! Looking forward for even more!!
ReplyDeleteToo bad this book is trash as I understand..
While I haven't read the book, I don't think it would be too far fetched to call your review gravely misguided. Keep in mind that this book was published in 1991. Home video games were still a relatively new phenomenon in the United States and only just then proving that they had any staying power as a medium. Also, one's ability to obtain detailed information about specific video games, especially anything pertaining to the Japanese side of things, would have extremely difficult.
ReplyDeleteLike- seriously- your entire last paragraph. The book came out over 20 years ago! The culture surrounding gaming was just totally different. I'm sure the book is painfully dated, but it's not really worth ripping the book apart.
I don't feel your first complaint regarding preoccupation with gender bias is fair. Using all female pronouns is a valid manner of writing, as is utilizing all male pronounces or switching every other sentence.
ReplyDeleteThe "weapon = dominance" and "ignoring women with weapons" on covers is completely off base though.
I think I'm also inclined to agree that by performing this review over 20 years in hindsight, you are taking the book out of its context. In the current day, quite a few of the arguments are entirely laughable, but at the time they may have been more applicable.
No, they are not a valid manner of writing and have never been, it's ridiculous. In English "he" can refer to someone of any sex, while "she" refers only to women.
DeleteI'm not touching "switching" with a ten foot pole.
Anyways, I would agree with the author when he says that DK, Pac Man and Space Invaders are very restrictive, because they are, specially compared to William's output. Now, saying they are bad games for being so restrictive is not right, if anything, they are good because they are so restrictive.
Note that Asteroids, Defender and Robotron were all made by Americans, no European was involved.
Interesting read, though I vehemently disagree with this:
ReplyDelete"For starters Provenzo is obsessively pre-occupied with gender bias, to the point that all pronouns for third parties become feminised, creating a perverse writing style – ie: “a child is limited only by her imagination.” This kind of silliness should be enough for most people to just close the book"
And to Anon: This is absolutely incorrect:
"No, they are not a valid manner of writing and have never been, it's ridiculous. In English "he" can refer to someone of any sex, while "she" refers only to women. "
And to re-iterate, as Anon posted, this is correct:
"I don't feel your first complaint regarding preoccupation with gender bias is fair. Using all female pronouns is a valid manner of writing, as is utilizing all male pronounces or switching every other sentence"
Triple face palm...
Delete