Abstract
The 1990s were a transformative decade for videogames, marked by technological innovation, mainstream adoption, and increasing scrutiny from regulatory bodies. Nowhere was this more evident than in Germany, where strict censorship laws significantly altered the design, distribution, and reception of games (Dogruel and Jöckel, 2013; Müller, 2015; Piggott, 2019; Jöckel, 2024). This paper examines how German censorship policies, shaped by historical, socio-political, and legal frameworks, impacted videogame development and distribution in the 1990s, influencing not only the German market but also broader European and global industry practices.
Germany’s approach to videogame regulation was unique due to its stringent media laws, particularly Sections 86a and 131 of the German Criminal Code, which prohibited Nazi symbolism and depictions of extreme violence (Strafgesetzbuch, 2021; Pfister and Postert, 2022). Additionally, the BPjS/BPjM (Federal Department for Media Harmful to Young Persons) indexed games deemed to ‘glorify violence,’ restricting their sale and marketing (Höppner, 2008: 20–22; Pfister, 2022). The introduction of the USK (Entertainment Software Self-Regulation Body) in 1994 formalised the classification process, yet games continued to be heavily censored or outright banned (Secker, 2021).
This paper explores two case studies and a group of cut versions of 1990s games that underwent significant modifications or faced legal challenges in Germany:
• Wolfenstein 3D (1992): One of the first games banned in Germany due to its use of Nazi imagery, setting a precedent for how games depicting historical symbols would be treated (Dogruel and Jöckel, 2013; Pfister, 2019; Friedrich, 2020; Fäberbock, 2021).
• Doom (1993): Indexed by the BPjM for excessive violence, leading to its restriction for decades before being re-evaluated in 2011 (Aktuell, 2011).
• Games available as cut versions to censor violence, such as Mortal Kombat (1992), initially banned and later censored, e.g. by replacing blood with sweat (BPjS, 1994), and Carmageddon (1997), where robots replaced human pedestrians to comply with German laws against glorifying violence (Hahn, 2014).
These censorship policies had lasting implications for game development and marketing strategies. To avoid potential bans, developers increasingly designed ‘German editions’ of games with altered content, such as removing blood effects, replacing human enemies with non-human ones, or substituting historical symbols with fictional alternatives (Schott, 2017; Ellefsen, 2025: 511–512). The anticipation of censorship shaped not only game design but also international marketing strategies, as developers sought to balance creative vision with regulatory compliance.
Beyond Germany, these restrictions contributed to broader European discussions on videogame regulation (Dogruel and Jöckel, 2013). The challenges faced by developers in the 1990s helped pave the way for the creation of the PEGI (Pan European Game Information) rating system in 2003, aiming for a more standardised European approach to content classification (Azam, 2023). Additionally, the controversy surrounding censored versions of games fuelled a parallel market for (illegally) imported ‘uncut’ editions, highlighting the tension between legal restrictions and player demand.
By analysing Germany’s censorship practices and their ripple effects across Europe, this paper demonstrates how the 1990s served as a critical period in shaping videogame regulation. While modern German policies have relaxed, with recent rulings allowing Nazi symbolism in historically contextualised games, such as the German-made indie game Through the Darkest of Times (2020), the legacy of these early censorship battles continues to influence the global gaming landscape. This paper situates these developments within the broader context of media regulation, offering insights into the interplay between national policies, industry adaptation, and the evolving perception of videogames as a cultural medium.
References
Aktuell (2011) “Doom” aus der Liste der jugendgefährdenden Medien gestrichen, BPJM-Aktuell, 3: 11–17, available at https://www.bzkj.de/resource/blob/176130/652e7c98b0882f7ac544572cf2cf365d/2011-03-doom-data.pdf, accessed 7 April 2025.
Azam, K. E. (2023). “That’s PEGI, the American system!”: Perceptions of video game age ratings among families in Norway, Media, Culture & Society, 45(6), 1156–1174. https://doi.org/10.1177/01634437231155340
BPjS (Bundesprüfstelle für jugendgefährdende Schriften) (1994) Entscheidung Nr 6405, available at https://www.schnittberichte.com/svds.php?Page=IndexDocs&ID=2197&idid=77, accessed 11 April 2025.
Dogruel, L., and Jöckel, S. (2013) Video game rating systems in the US and Europe: Comparing their outcomes, The International Communication Gazette, 75(7): 672–692. https://doi.org/10.1177/1748048513482539
Ellefsen, U. (2025) ‘Censorship in video game locations’, in D. Merkle and B.J. Baer, The Routledge Handbook of Translation and Censorship, Oxon: Routledge, 505–518.
Fäberbock, P. (2021) Von A wie Adolf Hitler bis Z wie Zensur: Nationalsozialismus in Digitalen Spielen, Master Thesis, University of Salzburg.
Friedrich, J. (2020) Sozialadäquanz, in O. Zimmermann and F. Falk (eds.), Handbuch Gameskultur, Berlin: Deutscher Kulturrat e.V., 116–119.
Hahn, T. (2014) ‘Die brutalsten Spiele aller Zeiten: Carmageddon’, IGN Deutschland, 7 June, available at https://de.ign.com/feature/80393/die-brutalsten-spiele-aller-zeiten-carmageddon?p=2, accessed 3 April 2025.
Höppner, C. (2008) Kunstfreiheit für Gewalt? – Computerspiele als zu förderndes Kulturgut? In O. Zimmermann und T. Geißler (eds.), Streitfall Computerspiele: Computerspiele zwischen kultureller Bildung, Kunstfreiheit und Jugendschutz. 2nd ed. Berlin: Deutscher Kulturrat, 20–22.
iD Software (1992) Wolfenstein 3D [game], USA: Apogee Software.
iD Software (1993) Doom [game], USA: iD Software.
Jöckel, S. (2024) Computerspiele: Nutzung, Wirkung und Bedeutung. 2nd ed. Cham: Springer.
Midway (1992) Mortal Kombat [game], USA: Midway.
Müller, H. (2015) The censorship of German video games: The effects of national sensitivity to violence on entertainment content, PhD Thesis, University of Oregon, available at https://scholarsbank.uoregon.edu/items/c84c5c10-6525-400f-8bba-0b3bff30be4b, accessed 10 April 2025.
Paintbucket Games, Massive Minigames (2020) Through the Darkest of Times [game], Germany: HandyGames.
Pfister, E. (2019). “Man Spielt Nicht Mit Hakenkreuzen!”, Imaginations of the Holocaust and Crimes Against Humanity During World War II in Digital Games, in A. von Lünen, K. J. Lewis, B. Litherland, and P. Cullum (eds.), Historia Ludens: The Playing Historian. London: Routledge, 267–284.
Pfister, E. (2022) “Where the line of decency is drawn”. Imaginationen des Holocaust in digitalen Spielen, Spiel-Kultur-Wissenschaft (blog), available at https://spielkultur.hypothese.org/192, accessed 3 April 2025.
Pfister, E., and Postert, A. (2022) Spiele mit Hakenkreuzen – zum Umgang mit Ideologie und Vergangenheit. Bundeszentrale für politische Bildung, 28 March, available at https://www.bpb.de/themen/kultur/digitale-spiele/504561/spiele-mit-hakenkreuzen-zum-umgang-mit-ideologie-und-vergangenheit/, accessed 11 April 2025.
Piggott, J.A.J. (2019) The impact of censorship on the “historical” Video-Game, Reinvention: an International Journal of Undergraduate Research, Volume 12, Issue 2, https://reinventionjournal.org/article/view/360.
Schott, D. (2017) Warum Spielehersteller auf Nazi-Symbole verzichten, Spiegel, 10 November, available at https://www.spiegel.de/netzwelt/games/wolfenstein-ii-und-das-nazi-thema-es-muss-sich-nur-einer-trauen-a-1177427.html, accessed 10 April 2025.
Secker, E. (2021) Selbstkontrolle und Medienschutz: USK, Deutscher Kulturrat, 26 November, available at https://www.kulturrat.de/themen/texte-zur-kulturpolitik/selbstkontrolle-und-medienschutz-usk/, accessed 11 April 2025.
Stainless Games (1997) Carmageddon [game], UK: Sales Curve Interactive.
Strafgesetzbuch (2021) trans. M. Nohlander. Federal Ministry of Justice. Available at https://www.gesetze-im-internet.de/englisch_stgb/englisch_stgb.html, accessed 10 April 2025.
| Original language | English |
|---|---|
| Publication status | Unpublished - 4 Sept 2025 |
| Event | History of Games - Jagiellonian University , Krakow, Poland Duration: 3 Sept 2025 → 5 Sept 2025 https://www.history-of-games.com/2025-krakow/ |
Conference
| Conference | History of Games |
|---|---|
| Country/Territory | Poland |
| City | Krakow |
| Period | 3/09/25 → 5/09/25 |
| Internet address |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 16 Peace, Justice and Strong Institutions
Keywords
- Germany
- video games
- censorship
Fingerprint
Dive into the research topics of 'Playing by the Rules: Videogame Censorship and Control in 1990s Germany'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver