United States marked a significant moment for the videogame industry
. At the same time, itmarked a consequential moment for the future of videogame players and media user/consumersmore broadly. The NES and its underlying 10NES chip signaled a sea change in the digital medialandscape that is only now being understood to have had significant impacts on the possibilitiesfor user/consumers
.This essay examines how the 10NES chip in the NES and a similar, but crucially differenttechnology, in the Sega Genesis systems shifted user/consumer understandings of andexpectations for videogames in ways that separated them from music, movies, and other forms of emerging digital media technologies. It begins by scrutinizing the functionality of the twodifferent forms of production protection, as well as how the 10NES introduced the concept of regional restrictions on videogame distribution. The essay then proceeds to analyze how this shifttransitioned from one of production protection to one of copyright protection. This transition iscrucial to understanding the broader implications that developments in videogame technologieshave had more broadly on subsequent digital media technologies. This section also examineshow the introduction of encryption and new US-based legislation significantly shifted the spaceof production protection to one of only copyright protection. It contrasts these events with thoseof the Digital Versatile Disk or DVD
. Finally, the essay examines some of the implications thesetechnologies have had on what user/consumers expect from digital media technologies and howthat differs from subsequent digital systems.
Production Protection to Copyright and Digital Rights Management
Other scholars, who have examined the history and political economy of the videogame industry,have noted that Nintendo introduced the NES and the 10NES chip as a means of "fixing" what it perceived to have gone wrong with the previous generation of videogame hardware. Atari suedto prevent startup organizations like Activision from making third-party games for their Atari2600 VCS system, but was unsuccessful. After the settlement of the court case, numerous other third party publishing companies began making cartridges for the 2600. Any company capable of determining how the 2600 worked and willing to pay for the cost of producing cartridges couldthen market their games. Infamous examples of this low bar for quality include "Custer'sRevenge" and "E.T." Even ports of games like "Pac-Man" were deemed of low quality becauseof poor graphics performance and glitches in the games. It was surmised that the sheer quantity2
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