The public outcry over "Grand Theft Auto: San
Andreas" did not surprise me. What surprised me was that it took this
long to be heard. When I was editor of this publication, I performed a
detailed and thorough survey of the video game industry at the 3C
Convention in Los Angeles. After conducting the survey, I came away with
serious concerns about the content adolescents and young adults are
exposed to.
Even at an earlier release, "Grand Theft Auto"
contained disturbing content that showed a reckless disregard for human
dignity. And while "Grand Theft Auto" is possibly the worst of its kind,
there are many more like it. I am no prude. But even the most
libertarian audience will admit that there is something wrong with a
game that rewards players for killing a prostitute rather than paying
her for her services. Yet this game was a top seller and available to
almost everyone (few stores carded) until the outcry over the secret
pornography code in "San Andreas."
I suppose I should not be
surprised that almost no one objected to the game when the violence was
graphic and the sex merely implied. But when it was discovered that
players could activate secret codes to turn graphic sex on, suddenly the
public outcry became deafening, and stores were forced to pull their top
selling game off the shelves. As soon as the secret code was removed,
though, the games went back on shelves across the country.
My
question is, why is graphic violence OK and graphic sex not? Neither
should be OK for adolescent minds. And far too many young children are
exposed to random acts of graphic violence through open availability
with video games like "San Andreas". The industry's slow and quiet
response to this outcry demonstrates loud and clear that some sort of
legislation is necessary to curb adolescent access to games featuring
random acts of graphic violence, let alone sex.
Against this
backdrop, many proponents of the video game industry have voiced the
opinion that nothing is wrong with the industry's rating system and
retail practices throughout the country. The claim is two-fold: First,
the industry can police itself without legal intervention; and, Second,
if parents don't like their children engaging in random acts of violence
(on screen, if not in their schools), they can simply forbid their
children from playing the games.
I think it is na•ve to suggest
that the industry can police itself. If a vigilant parent had not
discovered the secret code, the industry would have continued to keep
"San Andreas" on the shelves, despite that fact that these companies do
rigorous competitive analysis to try to pump up sales. In other words,
every company in the industry knew everything there is to know about
"San Andreas," and they failed to do anything until the outcry became
too loud.
It should not surprise us that the industry will only
weakly police itself, if at all. Their chief motivation is profits, and
they will create games to increase sales without any moral compunction.
Their objections have the false ring of the tobacco industry, which
claimed for years that it did not market its products to teenagers, only
to be proven wrong by states attorney general across the country.
On a more benign level, the recording industry has just been caught
in yet another payola scandal after years of rejecting what every
commercial radio listener knew without question. Investors can be tough
task masters, forcing industry executives to bend or break the rules
whenever sales don't meet unrealistic expectations.
The
industry's second point--that it should be up to the parents to police
their children with video games--has some validity, but not enough. Just
as parents can't keep their kids from smoking or breathing second hand
smoke if the children or their friends are determined to smoke, they
can't keep their kids away from every violent video game.
I
might be the strictest parent in my town regarding video games. We will
never own a Sony PlayStation, Microsoft Xbox, or Nintendo GameCube. I
have a strongly held opinion that young minds are influenced by media
more vividly than adults' minds. Young minds do not have all the
circuitry to distinguish harmful from helpful outside imagery. So I
limit screen time and programming severely. And my survey of the video
game industry has led me to ban games in our house, unless they are
educational games on the computer, in which case I supervise the
instruction.
My seven-year-old son John knows that, if he is at a
friend's or family member's house, he is only to play games rated E for
everyone. And if kids are playing other types of games, he is to leave
the room and call home. Still, he was recently exposed to "San Andreas"
at a family reunion. His 15-year-old cousin owns the game (unbeknownst
to his parents) and played it in front of John, as did some of his much
younger cousins. Because of the peer pressure involved, it took
considerable detective work on my part to uncover this fact. And it
proved that, despite all my best efforts, I was unable to prevent my son
from seeing his cousin blow the head off a prostitute and kill cops,
celebrating all the points he got for doing it.
This does not
mean that I want to legislate my strict view on all parents. Only that
despite my own very strict parenting, I was unable to prevent John from
seeing random acts of graphic violence. My legislative suggestions still
rely on parents choosing what their kids can and can't play. Yet, I
believe some content is so harmful, no child should be exposed to it.
Games like "San Andreas" that reward random acts of violence against the
very dignity of people, especially women, should not be available in
stores.
Some might claim that my views on young minds are too
controversial to base legislation on them. But I have science on my
side. Recent studies suggest that the part of the brain in which the
conscience resides does not fully develop until age 20. The studies were
conducted in the context of whether to try all these kids who murdered
their classmates as adults; and if so, whether they can be sentenced to
death.
Setting aside those questions, my question is, do we want
adolescents playing games that explicitly reward random acts of
violence? The one thing that all these kids who shot their classmates
have in common is a fascination with violent video games. I don't think
it is a coincidence. I have seen tapes of kids confessing to killing
their classmates who seemed dismayed that the kids actually died. It is
as though they can't distinguish between virtual violence and actual
violence, and that violence of any kind is OK because it is rewarded in
the games they play.
Indeed, in a case in Fayette, Ala., a boy
named David Moore was recently convicted of murdering two police
officers and a civilian police worker in cold blood. After being
arrested for the crime, Moore admitted his guilt, saying, "Life is a
video game. Everyone has to die sometime." Lawyers for the victims are
suing Take-Two Interactive, makers of "Grand Theft Auto: Vice City"--the
precursor to "San Andreas"--and several distributors and retailers of
the game, claiming that the parties are responsible for the crimes
committed by Moore, which were simulated in exact detail in the game.
Considering that there is even a chance of a link between
violent video games and violence in schools and society at large, why do
we take the chance? That possible link, like the link between smoking
and cancer, leaves the realm of personal choice and enters the realm of
societal health and safety. It is time we acknowledge the effects of
kids playing violent video games and we do something to put an end to
the root cause.
James Mathewson is editor at large
for ComputerUser and editor of IBM's VIC-H Web
site.