The Government Should Stop Kids From Buying Violent Video Games

Video games are uniquely problematic in that the viewer isn’t simply sitting back and watching the violence

May 10, 2010 RSS Feed Print

Timothy F. Winter is the president of the Parents Television Council.

Ultraviolent video games are harmful to children, and children should not be able to purchase them without a parent involved in the sales transaction. Unfortunately, the very industry that profits from selling such adult entertainment products to children has successfully waged legal battles across the country. The industry’s arguments are logically and morally bankrupt. Hopefully, the U.S. Supreme Court will see through the smokescreens and uphold a carefully worded California statute prohibiting the sale of ultraviolent video games to unaccompanied minor children.

For parents and grandparents, most of whom have never seen or played one of these explicit games, the notion of video game violence is likely to conjure up an image akin to a Tom & Jerry or Road Runner cartoon. That is not what we’re talking about. What we are talking about is a video game where the child is able to:

Shoot a police officer and urinate on him as he tries to crawl away;
Brutally beat and rape a woman, or decapitate her with a shovel;
Shoot a man, pour gasoline over his wounded body, set the man on fire, and listen to him scream in agony as he burns to death.

The courts have repeatedly held that such speech is constitutionally protected. That’s why the California Legislature, led by San Francisco Bay Area Democrat Leland Yee, set out to craft a state measure that would not interfere with the creation of violent video games, nor interfere with adults who wanted to play or purchase a violent video game for themselves or for their child. The legislation would only prevent a video game retailer from selling an ultraviolent game to an unaccompanied child.

The overwhelming weight of scientific research suggests that these games can be harmful to children. The Parents Television Council has found more than 3,000 studies linking a child’s consumption of violent media to a child’s behavior, yet we’ve found less than two dozen that conclude differently.

Video games are uniquely problematic in that the viewer isn’t simply sitting back and watching the violence. Rather, he or she is actively engaged in the undertaking of the violence, choosing whom to kill, beat, rape, maim, or urinate on. Yet opponents say they’re not convinced that there is any harm, much like the tobacco industry executives who testified to Congress that they weren’t convinced their products were unhealthy.

If you have either purchased a video game or seen one advertised on TV, you know that games are age-rated, much like movies are. The industry should be applauded for having one of the most robust content-rating standards of all the various types of media. The problem lies in the retail sales. In recent “secret shopper” efforts, grassroots members of the Parents Television Council demonstrated that an underage child was able to purchase an adult video game 36 percent of the time. The U.S. Federal Trade Commission conducted similar “secret shopper” investigations and found still-disappointing failure rates, in the range of 20 percent.

The California legislation is not a 100-percent solution. It will not govern online games, which are not purchased at a retail store. Nor would it prevent games purchased by adults from falling into the hands of children. But with an issue that is so vital to protecting the health and welfare of children, it is wise not to let “the perfect” become the enemy of “the good.” And this measure is good.

Read why banning the sale of violent video games to kids is a bad idea, by Michael D. Gallagher, president and CEO of the Entertainment Software Association.

Tags:
video games,
California,
Supreme Court,
children

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rock on

rodney of TX 10:45AM May 14, 2012

"The overwhelming weight of scientific research suggests that these games can be harmful to children. The Parents Television Council has found more than 3,000 studies linking a child’s consumption of violent media to a child’s behavior, yet we’ve found less than two dozen that conclude differently."

Video game research tends to fall into two basic forms, experimental and correlational. In most experimental designs, participants are exposed to either a violent or non-violent game, and then observed during some task that is believed to be distantly related to aggression. Typical tasks have included delivery of painless white noise bursts during a competitive game, filling in the missing letters in words, or filling in the ending of stories. Rarely are actual physical acts of aggression examined, as there are ethical constraints on the kinds of aggression that can be examined in the laboratory. Results have been mixed, with some studies supporting a link between violent video games and minor acts of aggression, and others finding no link, or even finding reduced aggression because of violent game exposure. At least one study purports to link games with aggression, yet a close examination of their results finds that their data does not support their conclusions.

Recent results have shown that the noise blast measure doesn't correlate with violent crimes or domestic violence. Nor do peer or teacher nominations of aggression seen in some research. Most correlational studies (which have also yielded similarly mixed results) fail to take account of potentially confounding third variables such as personality, family violence, or genetics. A few do, and consistently find that the link between video game violence and aggression is greatly weakened by the inclusion of third variables. From this body of research, the empirical link between violent gameplay and acts of aggression or violent behaviour appears to be very slim at best. What I have said should show that being more interactive than a book or movie changes little. These 3,000+ studies of yours (if they really exist) almost certainly make the mistakes previously mentioned, and thus are very inaccurate. There are certainly many more than two dozen studies that contradict those 3,000+, given that results in studies are very mixed, but you likely avoided them when possible. You likely looked only for those fatally-flawed, contradictory studies that support you. You are fighting something you know little about. I know you know little because you claim that in these games, you can brutally rape a woman. Almost no games contain rape. When they do, they don't make it to most shelves. In few games can you burn your foes alive with gasoline, urinate on them or decapitate them with shovels. Gaming isn't smoking, Tim. As violent crime plummets, violent game sales soar. I think children are safe enough with these games. I hope you realize that eventually. :)

Arnold Vallance of OH 12:50AM April 28, 2012

so I a very avid gamer ave not played any game where I have the option to rape or urinate on a dying or dead person. where are you getting these ideas anyway.

josh of AZ 1:54PM January 30, 2012

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