Professional Documents
Culture Documents
Jake Smith
2/26/2009
Dr. Saiz
English 1022
Video games have gained a bad reputation in recent years; the majority of which
referring to the explicit material (violence, adult language, sexuality, et cetera) depicted
in many mature-rated games. One of the main concerns of groups such as Mothers
Against Videogame Addiction and Violence (MAVAV for short) is this mature content
being viewed by their young and impressionable children. But is this the video game’s
fault? Why should video games be targeted amongst the many other forms of media
(television, movies, et cetera)? Should it not be the parent monitoring their children’s
entertainment? Groups like the Video Game Voters Network (VGVN for short) advocate
this principle. Violent video games should not be banned because not only would it set a
precedent for the censorship of other media, but because it would be a great injustice to
Video games have evolved immensely since the days of pong. Video games are no
worlds have been created; allowing people to socialize and network with other gamers
all over the world. Video games have become a great tool for learning and studies show
that a more interactive learning environment is a more effective tool than lecturing
(Federation of American Scientists). Now imagine all that potential being taken away
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simply because the game depicted some blood and violence. Is that fair to the millions of
gamers worldwide who enjoy these games every day? Banning video games that depict
violence and other adult content would not stop minors from experiencing explicit
material and would result in punishing many others who have done nothing wrong. But
what evidence is there that violent video games are bad for society? According to
“[j]ust as violent video games were pouring into American homes on the crest of
murder charges dropped by about two-thirds from 1993 to the end of the decade
and show no signs of going back up. If video games are so deadly, why has their
Courts across the nation are also agreeing with Sherman. On December 22 nd, 2005,
California district judge Ronald Whyte issued a preliminary injunction on a bill that
would ban the sale and rental of “especially violent video games” to minors under the
age of 18. Similar rulings have occurred in other states such as Illinois, Michigan, and
Washington (Glendhill). The main reason for the ruling came from the Entertainment
Software Association’s claim that the ban would infringe upon the rights granted by the
first amendment. The judge agreed stating, “[t]he plaintiffs have shown at least that
serious questions are raised concerning the states' ability to restrict minors' First
Amendment rights in connection with exposure to violent video games, including the
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question of whether there is a causal connection between access to such games and
There are studies that show that violence depicted in video games could be
damaging to young, impressionable children, but many of these studies are done in
closed situations and don’t go very deep into the child’s personal life to look at other
potential causes. In 2004, Drs. Lawrence Kutner and Cheryl K. Olson conducted a two-
year, 1.5 million dollar study on the effects of violent (and non-violent) video games on
children and their home and social lives. Their studies found no direct link between
violent video games and violent behavior; rather it is much more dependent on the
child’s mental maturity. Of the 1,254 middle-school aged children they studied, 78 of
them had mild learning disabilities (Kutner). Kutner and Olson found that those children
with mild learning disabilities were more apt to play video games due to the fact that
they were more likely to be excluded or ostracized from social interactions. Michael
Jellinek, M.D., a professor of pediatrics and psychiatry at Harvard Medical School and
chief of child and adolescent psychiatry at Massachusetts General Hospital, says that
“[a] lot of people don’t appreciate how much these kids get criticized, and how
self-critical the kids themselves are. They don’t understand how liberating it is to
be in control of something like a computer where they can pause and start over,
where their work comes out neat and organized instead of messy. They don’t
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Kutner’s and Olson’s study also found that playing video games can expand a child’s
social standing among their peers. Being particularly good at a popular game gives some
children (especially those with mild learning disabilities or those that do not participate
in athletics) a boost in self-esteem that they otherwise would not receive (Kutner and
Olson). Video games have also shown to be helpful educationally. Most video games
(even violent ones) are essential large logic puzzles. A video game allows the player to
make mistakes and try different approaches to a problem in a fun and low-risk
environment. This teaches basic problem solving and introduces the initial concepts of
the scientific method. This benefit, however, does little for the advancement in non-
Any statistics that show a negative effect on a child’s behavior only matter if the
child is playing games outside their maturity level. The Entertainment Software Rating
Board (ESRB for short) has a crystal clear rating system similar to that of the Motion
Picture Association of America’s rating system for rating movies. The ESRB rates every
game and designates a label for the maturity level of the intended audience ranging from
E for everyone to AO for Adults Only. Games also have an age next to the rating symbol
to simplify the rating even more and eliminate all confusion on the game’s intended
audience. Many violent and bloody games such as the Grand Theft Auto games and the
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Halo trilogy are given a rating of M for mature audiences (ages 17 and up). Very few
games receive a rating of AO (ages 18 and up) and some companies, such as Nintendo
and Sony, do not release games with an AO rating on their consoles; Manhunt 2 being a
recent example of this occurrence. The developers of Manhunt 2, Rockstar Games, later
modified the game, reducing the amount of violence and carnage, to lower the game’s
rating to M so that Nintendo and Sony would allow for the release of Rockstar’s game on
their consoles (Martin). Not releasing the game would have resulted in millions of
dollars in lost revenues from game sales, so it is quite safe to say that money is not
A serious blow would be dealt the video game industry and to Americans’ right to
free speech if violent video games were banned. Groups like MAVAV have the wrong
outlook on violent video games. They do not need to be taken out of society; they simply
need parents to take responsibility for the entertainment that their child views. Explicit
material cannot harm a young child if the child does not view it and that is the parent’s
responsibility. Video games (including violent ones) can also provide a great tool for
learning and should be open to all and not swept away. As the members of the Video