One of the most
famous video games of all times is “Donkey Kong”, in which the brown big monkey
wants to keep the princess Pauline away from Jumpman, whose name was changed to
Mario later on. The vast majority of chilffgfwwsdxdxxdren know this Jump ‘n’ Run game. They
play it on the computer, on the Nintendo table top console or on the “Game Boy”.

The original game was
founded in 1981 by Nintendo and is about a monkey – or to say in other words –
about the gorilla named Donkey Kong who has kidnapped the girl (Pauline) and
her friend (Jumpman) wants to save her. Jumpman has to jump over barrels and
climb up ladders to get to the princess. These two elements are the main
objects of the four level game, in which the gamer has to bring Jumpman to
Pauline. In different levels there are other barriers like fireballs, moving ladders
or moving grounds. Instead of jumping, Jumpman is also capable of grabbing a
hammer and smashing obstacles. Some barrels take a short cut and roll down
ladders or fall down directly. When a blue barrel reaches the oil drum, flames
turn up.
In our opinion the game is very simple designed, although one needs to bear in mind that it was published in 1981. Donkey Kong is a two dimensional game like it was common in the early stage of computer games. Moreover, the gamer can control Jumpman by arrow keys or a Joystick. In order to avoid barrels Jumpman has to jump by hitting another special key, so it could be said that Donkey Kong was the first Jump ‘n’ Run game.
The study of Adam
Gazzaley, who is a neuroscientist of the University of California, proofs these
kind of computer games could increase players’ cognitive skills. The study examined
that to play computer games like Donkey Kong affords multitasking skills e.g.
focusing, working memory and task switching.
In its simplicity and comprehensiveness the
game has yet so much more to go into detail about than what is visible on the
surface. In the following reflection on “Donkey Kong”, we will be referring to
Jasper Juul's (2003) 6 game elements in order to analyze the underlying gender
issues.
To start with, “Donkey Kong” is clearly bound to certain rules that affect the gameplay. As explained above, the mode of playing requires players to restrict themselves to given rules. A rule that is worth mentioning is that it is always Mario rescuing his princess Pauline and there is no adaptability to this fact. Although we need to take into account that the game was published some decades ago, society still did not seem to have evolved much from back in our parents’ days.
To start with, “Donkey Kong” is clearly bound to certain rules that affect the gameplay. As explained above, the mode of playing requires players to restrict themselves to given rules. A rule that is worth mentioning is that it is always Mario rescuing his princess Pauline and there is no adaptability to this fact. Although we need to take into account that the game was published some decades ago, society still did not seem to have evolved much from back in our parents’ days.
Patriarchal structures are still omnipresent
in everyday life and broadly accepted by both men and women. The connotation of
the ‘male’ goes along the lines of the strong, muscular and rational hero of
the story who is able to save the girl, while the ‘female’ counterpart is often
associated with features such as weak, vain, beautiful and in desperate need to
be taken care of or rescued from her status quo. For example, it is a rare
event that a woman proposes marriage to her special someone and doors are still
held open for women by men. Game designer Mike Mika decided to break with
commonly accepted traditions and created “Donkey Kong: Pauline Edition” because
his three year old daughter requested to play with Pauline to rescue her Mario.
According to Juul (2003), games are supposed to offer variable, quantifiable outcomes, which is not really the case in “Donkey Kong”. While other games provide players with a massive amount of decisions that need to be made during the gameplay, this one is solely based on how many levels you are able to survive. To this present day, there has been nobody to make his or her way through the game (as it is possible in other games). However, comparing scores has always been compelling and both the “Twin Galaxies International” (1982-2013) and the “Donkey Kong Forum” (since 2013) keep track of the game’s world record. Big names in the list are Dr. Hank Chien, who is currently holding the title, Steve Wiebe and Billy Mitchell.
As working one’s way through the game is not achievable, players will never be “winners” in the literal sense and their only way of measuring success is comparing their scores to other mere players. Although Juul’s concepts requires players to be attached to their outcome, this may be processed differently but leading to the same effect, namely players being satisfied with their score or trying again.
And by trying again, it comes clear that consequences are negotiable, meaning that it would not have any severe consequences if one only makes it to level 2 or 3 but in high score lists it would as well be of “real-life importance”. Players who are used to ranking high in “Donkey King” would probably end up frustrated if they did not make it that far. However this does not essentially lead to real-life consequences, there are various valuable learning activities embodied in the game.
The biased world between “good” (Mario, Pauline) and “bad” (Donkey Kong) is one of the most basic skills that are acquired by playing the game. Although exaggerated, also in real life it needs to be well reflected on whom to trust and be skeptical about. As children’s self defense courses are still common, “not getting into strangers’ cars” is an aspect that could lead to learning and communication via this game.
Another life lesson taught in “Donkey Kong” is that life (a.k.a. the ape) will always give you lemons – or barrels. These obstacles in your way are inevitable to overcome. In the game, just as in real life, the player needs to face the issue and find a tactic to cope with them. Running away will not help you but only lead to the barrels chasing you until there is no way out.
Moreover, it is key in the game to just keep going even if the ultimate goal is far from conspicuous and unassured. Setting small goals, such as rescuing the princess, will bring you further than constantly worrying about the final aim that is not even sure to be existent. Furthermore, these small accomplishments will keep you motivated to work hard for improvement and eventually effect in one enjoying the entire ride while being successful in it.
Last but not least, there will be always someone who has a higher score, more money, better looks, a faster car or a bigger house. Nevertheless, staying on top of things and permanently striving for perfection or improvement is essential to success. Everyone is different and has different learning abilities but everyone can be the best version of themselves by trying hard and never giving up.
As working one’s way through the game is not achievable, players will never be “winners” in the literal sense and their only way of measuring success is comparing their scores to other mere players. Although Juul’s concepts requires players to be attached to their outcome, this may be processed differently but leading to the same effect, namely players being satisfied with their score or trying again.
And by trying again, it comes clear that consequences are negotiable, meaning that it would not have any severe consequences if one only makes it to level 2 or 3 but in high score lists it would as well be of “real-life importance”. Players who are used to ranking high in “Donkey King” would probably end up frustrated if they did not make it that far. However this does not essentially lead to real-life consequences, there are various valuable learning activities embodied in the game.
The biased world between “good” (Mario, Pauline) and “bad” (Donkey Kong) is one of the most basic skills that are acquired by playing the game. Although exaggerated, also in real life it needs to be well reflected on whom to trust and be skeptical about. As children’s self defense courses are still common, “not getting into strangers’ cars” is an aspect that could lead to learning and communication via this game.
Another life lesson taught in “Donkey Kong” is that life (a.k.a. the ape) will always give you lemons – or barrels. These obstacles in your way are inevitable to overcome. In the game, just as in real life, the player needs to face the issue and find a tactic to cope with them. Running away will not help you but only lead to the barrels chasing you until there is no way out.
Moreover, it is key in the game to just keep going even if the ultimate goal is far from conspicuous and unassured. Setting small goals, such as rescuing the princess, will bring you further than constantly worrying about the final aim that is not even sure to be existent. Furthermore, these small accomplishments will keep you motivated to work hard for improvement and eventually effect in one enjoying the entire ride while being successful in it.
Last but not least, there will be always someone who has a higher score, more money, better looks, a faster car or a bigger house. Nevertheless, staying on top of things and permanently striving for perfection or improvement is essential to success. Everyone is different and has different learning abilities but everyone can be the best version of themselves by trying hard and never giving up.
Sources:
Alison Abbott, Gaming improves multitasking skills. In: Nature News, 04.09.2013, online unter <http://www.nature.com/polopoly_fs/1.13674!/menu/main/topColumns/topLeftColumn/ pdf/501018a.pdf> (13. April 2015).
Doug Trueman, The history of Donkey Kong. In: Internet Archiv, 28.08.2011 online unter <https://web.archive.org/web/20110828061446/http://www.gamespot.com/gamespot/ features/video/dk_history> (13.April.2015).
Juul, Jesper, The Game, the Player, the World. Looking for a Heart of Gameness. In: Copier, Marinka; Joost.
Autors:
Dreier Linda Bettina: 1300790
Schneeweiß Carina: 1205116
Alison Abbott, Gaming improves multitasking skills. In: Nature News, 04.09.2013, online unter <http://www.nature.com/polopoly_fs/1.13674!/menu/main/topColumns/topLeftColumn/ pdf/501018a.pdf> (13. April 2015).
Doug Trueman, The history of Donkey Kong. In: Internet Archiv, 28.08.2011 online unter <https://web.archive.org/web/20110828061446/http://www.gamespot.com/gamespot/ features/video/dk_history> (13.April.2015).
Juul, Jesper, The Game, the Player, the World. Looking for a Heart of Gameness. In: Copier, Marinka; Joost.
Autors:
Dreier Linda Bettina: 1300790
Schneeweiß Carina: 1205116