
Out of controller: With violent and sexy video games selling fast, when
should parents pull the plug?
By Don Bosley
Bee Staff Writer
This story is taken from
Lifestyle at sacbee.com
Published August 18, 2002
Joshua Foster is not allowed to solicit prostitutes and
then kill them to get his money back. His mother won't let him.
"It's just a video game," says Joshua, 11, of West
Sacramento. "It's not like I'm going to go out and kill someone afterward."
Patti Foster also doesn't want her son shooting cops,
hijacking cars, beating up the elderly or running over people on the
sidewalk with a tractor-trailer.
Because of this, Joshua doesn't get to play the
country's best-selling video game, "Grand Theft Auto 3," even though he
knows plenty of kids who do.
"In my opinion, she's kind of (overbearing) on me,"
Joshua says .
There are millions of Joshuas out there, and at the
moment, their minds and wallets are at the center of an impassioned
cultural, legal and even scientific debate: Where do we draw the line with
video-game violence?
Where should parents be encouraged to draw it? What
about lawmakers? Or the video-game industry?
It's a complicated battlefield, pocked with some uneasy
standoffs. Even though most studies now show that media violence does
influence children on some level, video-game content is becoming more
violent and brazen every year.
The stakes are high, both for young minds and small
fortunes. Last year, even movie box-office receipts couldn't touch the
console and computer-game industry, which rung up $9.4 billion in hardware
and software sales.
"Most parents are not even aware of what's in the games
their kids are playing," says Democratic Rep. Joe Baca, speaking from his
San Bernardino office.
" 'Grand Theft Auto' tells you how to hijack a vehicle,
how to rape, how to commit sexual assault, how to beat up the elderly and
how to take out a police officer. I mean, what are we teaching here?"
"Grant Theft Auto 3" carries an "M" rating, meaning it
is intended for players ages 17 and older. The game's publisher, Rockstar
Games, deals in "interactive entertainment geared toward mature audiences
and makes every effort to market its games responsibly," says Bill Linn, a
company spokesman.
Still, there are no laws to keep M-rated games from
being rented or sold to kids under 17. Several studies, including one by the
Federal Trade Commission last year, found that unaccompanied youngsters
could successfully buy M-rated games more than 80 percent of the time.
Despite some positive strides, the industry continues
to market its M-rated games to much-younger teens, according to an FTC
report released in June.
One example: Kids can buy a line of action figures for
"Metal Gear Solid 2," a PlayStation 2 game that they're supposedly too young
to play.
"There's a reason they (rate) those games 'M,' " says
Joshua. "It means more excitement. It makes you have a desire to
annihilate."
Last May, Baca introduced the "Protect Children From
Video Game Sex and Violence Act," which would make it a federal crime to
sell M-rated games to minors. The video-game industry does not support the
bill.
"We don't believe children should be able to obtain
video games that parents determine are not appropriate for them," says Sean
Bersell, vice president of the Video Software Dealers Association (VSDA).
"(But) we don't believe the government should tell
parents or even mature minors what video games they may or may not have
access to. That would infringe upon the constitutional rights of parents to
determine what's appropriate for their kids."
That argument makes Baca cringe.
"(The bill) wouldn't be violating anybody's
constitutional rights. We'd still have freedom of speech," Baca says. "(But)
we have a responsibility to protect our children from things we know are
unhealthy for them, just as we have done (in legislating the sale of)
tobacco and pornography."
This is a tricky issue for the courts. In April, a U.S.
District Court in St. Louis ruled that video games could be regulated
because they did not contain expression or ideas that could be considered
speech under the Constitution.
However, when Indiana tried to regulate violent arcade
games in 2000, an appellate court -- and ultimately the U.S. Supreme Court
-- ruled that video games were indeed protected by the First Amendment.
Judge Richard Posner, writing for the 7th Circuit Court
of Appeals on the Indiana case, openly questioned whether virtual violence
leads to actual youth violence.
"To shield children right up to the age of 18 from
exposure to violent descriptions and images would not only be quixotic but
deforming; it would leave them unequipped to cope with the world as we know
it," he wrote.
But the American Academy of Pediatrics (AAP) and every
other major public health organization in the country disagrees.
According to the AAP, more than 3,500 research studies
have examined the link between media violence and violent behavior, with all
but 18 concluding that there was a discernible connection. In fact, the AAP
says media violence and aggressive behavior have a stronger correlation than
secondhand smoke and lung cancer.
But by all indications, many parents have not acted on
this information. Indeed, researchers have found that many parents are
genuinely stunned when they discover the virtual lives their children are
leading.
"We've had the experience of literally sitting parents
down to play their kids' games, and they're just shocked," says David Walsh,
founder of the National Institute on Media and the Family, a nonprofit
resource organization for parents, teachers and community leaders based in
Minneapolis.
"You've got games where you're literally advancing in
the game by carjacking or killing hookers. It's certainly not the kind of
entertainment that most parents want for their kids."
Baca cites the example of "State of Emergency" for
PlayStation 2, a game in which players can participate in their very own
drive-by shootings (and advance in the game if they kill enough people).
Besides "Grand Theft Auto III," Walsh's group last year tagged "Return to
Castle Wolfenstein," "Metal Gear Solid 2: Sons of Liberty" and "Twisted
Metal: Black," among others, as examples of games containing excessive
violence.
Video games, say experts, are different from movies or
television. TV or movie violence is passive, they say: No matter how bloody
or graphic it may be, your child witnesses it but does not participate in
it.
Most of the games are "first-person shooters," in which
the player assumes an identity. The player is no longer just watching
violence; he or she is committing it, making a conscious choice to blast
someone with a shotgun or bludgeon him or her with a board.
Does it impact behaviors in real life? The American
Psychology Association concluded, after studying the issue in 2000, that
"the (video-game) player learns and practices new aggression-related scripts
that can become more and more accessible for use when real-life conflict
situations arise."
Some of the country's deadliest school shootings have
been committed by youths who regularly played violent video games, including
Columbine High killers Eric Harris and Dylan Klebold in 1999. But adults
would be making a mistake, say psychologists, if they think these incidents
are the only fallout from playing violent video games.
Last week, a study released by Walsh's institute
concluded that children exposed to violent media are far more rude and mean
to other kids. The study also showed that children become more attracted and
desensitized to violent media as they get older. The result, the study says,
is a growing culture of "incivility" in the young generation.
"I definitely feel like it affects my kids that way,"
says Deborah Cancel of Sacramento, whose two teenage sons are moderate
gamers. "It even affects their view of everyday life, and the way they get
along. Normally they get along real well, but when they get too much of that
stuff, it affects how they treat each other."
Walsh, for one, is convinced that an educated parent is
the greatest defense against the violent media saturation of children. That
includes parents who never played anything more menacing than "PacMan" in
their own youth.
"We want to keep things harmful to children out of
their hands," Walsh says. "We have laws that prohibit the sale of
pornography to children, for example, because there's a community consensus
that such material is harmful to children.
"With regard to violence, we haven't yet developed that
same community consensus."
The video debate
Some current views on the issue of violent video games
and children.
"(Video-game makers) are not monitoring themselves and
who they sell their games to; they're in it for profit. We have a
responsibility to protect our children from things we know are unhealthy for
them, just as we have done (in legislating the sale of) tobacco and
pornography."
- Rep. Joe Baca, D-San Bernardino, who introduced
the "Protect Children From Video Game Sex and Violence Act"
"We don't believe the government should tell parents or
even mature minors what video games they may or may not have access to.
That's not the role of government. That would infringe upon the
constitutional rights of parents to determine what's appropriate for their
kids."
- Sean Bersell, Video Software Dealers Association
"So far, all of the attempts (to legislate) the selling
of M-rated games to minors have been struck down on constitutional grounds.
That leads me to the belief that a better way to go is education of parents
and voluntary compliance by retailers.
If the public becomes more aware that M-rated games are
inappropriate for kids, most retailers will respond because they don't want
to be seen in a light that makes them look un-family-friendly."
- David Walsh, National Institute on Media and the
Family
"Numerous studies have shown that the most insidious
and potent effect of media violence is to desensitize all of us to real-life
violence."
- American Academy of Pediatrics, November 2001
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