violence – Technology Liberation Front https://techliberation.com Keeping politicians' hands off the Net & everything else related to technology Fri, 06 Mar 2020 14:52:21 +0000 en-US hourly 1 6772528 The APA’s Welcome New Statement on Video Game Violence https://techliberation.com/2020/03/06/the-apas-welcome-new-statement-on-video-game-violence/ https://techliberation.com/2020/03/06/the-apas-welcome-new-statement-on-video-game-violence/#respond Fri, 06 Mar 2020 14:52:13 +0000 https://techliberation.com/?p=76676

I was pleased to see the American Psychological Association’s new statement slowly reversing course on misguided past statements about video games and acts of real-world violence. As Kyle Orland reports in Ars Technica, the APA has clarified its earlier statement on this relationship between watching video game depictions of violence and actual youth behavior. The APA’s old statement said that evidence “confirms [the] link between playing violent video games and aggression.”  But the APA has come around and now says that, “there is insufficient scientific evidence to support a causal link between violent video games and violent behavior.” More specifically, the APA says: 

The following resolution should not be misinterpreted or misused by attributing violence, such as mass shootings, to violent video game use. Violence is a complex social problem that likely stems from many factors that warrant attention from researchers, policy makers and the public. Attributing violence to violent video gaming is not scientifically sound and draws attention away from other factors.

This is a welcome change of course because the APA’s earlier statements were being used by politicians and media activists who favored censorship of video games. Hopefully that will no longer happen.

“Monkey see, monkey do” theories of media exposure leading to acts of real-world violence have long been among the most outrageously flawed theories in the fields of psychology and media studies.  All the evidence points the opposite way, as I documented a decade ago in a variety of studies. (For a summary, see my 2010 essay, “More on Monkey See-Monkey Do Theories about Media Violence & Real-World Crime.”)

In fact, there might even be something to the “cathartic effect hypothesis,” or the idea first articulated by Aristotle (“katharsis”) that watching dramatic portrayals of violence could lead to “the proper purgation of these emotions.” (See my 2010 essay on this, “Video Games, Media Violence & the Cathartic Effect Hypothesis.”)

Of course, this doesn’t mean that endless exposure to video game or TV and movie violence is a good thing. Prudence and good parenting are still essential. Some limits are smart. But the idea that a kid playing or watching violent act will automatically become violent themselves was always nonsense. It’s time we put that theory to rest. Thanks to the new APA statement, we are one step closer.

P.S. I recently penned an essay about my long love affair with video games that you might find entertaining: “Confessions of a ‘Vidiot’: 50 Years of Video Games & Moral Panics

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50 Years of Video Games & Moral Panics https://techliberation.com/2019/07/18/50-years-of-video-games-moral-panics/ https://techliberation.com/2019/07/18/50-years-of-video-games-moral-panics/#comments Thu, 18 Jul 2019 18:42:45 +0000 https://techliberation.com/?p=76526

This essay originally appeared on The Bridge under the title “Confessions of a Vidiot” on July 16, 2019.


I have a confession: I’m 50 years old and still completely in love with video games.

Image result for Time magazine video games coverI feel silly saying that, even though I really shouldn’t. Video games are now fully intertwined with the fabric of modern life and, by this point, there have been a couple of generations of adults who, like me, have played them actively over the past few decades. Somehow, despite the seemingly endless moral panics about video games, we came out alright. But that likely will not stop some critics from finding new things to panic over.

As a child of the 1970s, I straddled the divide between the old and new worlds of gaming. I was (and remain) obsessed with board and card games, which my family played avidly. But then Atari’s home version of “Pong” landed in 1976. The console had rudimentary graphics and controls, and just one game to play, but it was a revelation. After my uncle bought Pong for my cousins, our families and neighbors would gather round his tiny 20-inch television to watch two electronic paddles and a little dot move around the screen.

Every kid in the world immediately began lobbying their parents for a Pong game of their own, but then a year later something even more magical hit the market: Atari’s 2600 gaming platform. It was followed by Mattel’s “Intellivision” and Coleco’s “ColecoVision.” The platform wars had begun, and home video games had gone mainstream.

My grandmother, who lived with us at the time, started calling my brother and me “vidiots,” which was short for “video game idiots.” My grandmother raised me and was an absolute treasure to my existence, but when it came to video games (as well as rock music), the generational tensions between us were omnipresent. She was constantly haranguing my brother and me about how we were never going to amount to much in life if we didn’t get away from those damn video games!

I used to ask her why she never gave us as much grief about playing board or card games. She thought those were mostly fine. There was just something about the electronic or more interactive nature of video games that set her and the older generation off.

And, of course, there was the violence. There is no doubt that video games contained violent themes and images that were new to the gaming experience. In the analog gaming era, violent action was left mostly to the imagination. With electronic games, it was right there for us to see in all its (very bloody) glory.

As depictions of violence in video games became more intense, parental anxiety boiled over into political activism. By the early 1990s, complaints by parent groups and politicians escalated and congressional hearings commenced. This was the Nintendo and Sega era, when games like “Mortal Kombat” and “Night Trap” were capturing attention for their violent themes.

By this time, I had moved to Washington, DC and taken a job with a think tank. I was a young researcher covering media and telecommunications policy issues, so I had both a personal and professional interest in covering video game hearings. What ensued was a media spectacle in which an endless parade of politicians and self-anointed “parent advocates” expressed their concerns about various games and the supposed lost generation of kids playing them.

The first major congressional hearing on video game violence that I attended in 1993 included then-Sen. Joe Lieberman and other lawmakers speaking with disgust and furrowed brows as they watched clips from those games. But most of us twenty-somethings in the hearing room were rolling our eyes through the entire spectacle. I distinctly remember hearing a Capitol Hill staffer that I was sitting next to whisper, “This is the greatest ad for getting a Sega Genesis ever!” Following the hearing, several friends and I went to my house and played Mortal Kombat together just for kicks.

As the decade went on and gamers began enjoying a third generation of consoles that included Playstation and XBox, the moral panic surrounding violent video gamesrapidly intensified. This was the era of “Doom,” “Resident Evil” and then “Grand Theft Auto.” The whole world went mad.Image result for Time magazine video games cover

Critics were writing books with titles like Stop Teaching Our Kids to Kill and referring to video games as “murder simulators.” Every TV news outlet was running some sort of hair-raising report about how America’s youth were doomed for a life of depravity due to video games. By 2006, Sen. Lieberman and then-Sen. Hillary Clinton were floating the “Family Entertainment Protection Act” to create a federal enforcement regime for video games ratings and sales. Court battles ensued over the constitutionality of restrictions on video game sales.

During this push for video game censorship, I wrote many essays, papers, and even contributed to court filings in which I poured over the evidence—or rather the lack thereof—for what we might think of as the “monkey see-monkey do” theory of human behavior. Put simply, there has never been any conclusive scientific evidence correlating video game exposure and real-world acts of violence. If this theory held any water, at some point it should have shown up in crime statistics either here or abroad. But it hasn’t.

In fact, over the past two decades, the US population has grown from 270 million in 1998 to 325 million today, and video games have grown in popularity over that same period. At the same time, according to FBI data, overall violent crime has fallen by almost 19 percent, and for adolescents ages 12 to 20, every class of crime plummeted over the same period.

To be sure, video games—violent or otherwise—can give rise to some problems worth worrying about. Addiction is a real concern, and not just for juveniles. Again, I’m an old man, but I still play far too many games on my phone when I could be doing other things. That’s not technically addiction, but it sure feels like it sometimes. When our kids, or even some adults, go overboard with game time, they need strategies to find a better balance. That has always been a legitimate issue deserving attention.

But the people and politicians who engaged in panics and proselytizing about the supposed evils of video games went much too far. What they failed to realize—as almost all cultural critics have mistakenly done throughout history—is that humans are more sensible and resilient than they assume. We can muddle through and find a reasonable balance.

Indeed, a great many first and second generation gamers are now raising kids and actively gaming with them. My teenage son and I play multiple games together and are part of many different leagues and teams. On our phones, we play “Boom Beach” and other games together, often with groups of other father and son gamers. At home, we love to play “Star Wars: Battlefront” and we are absolutely infatuated with the alien bug-killing “Earth Defense Force” games.

A few years back, my son and I got so good at the game “Toy Soldiers: Cold War” that we were briefly ranked in the top 15 globally. We also play a lot of board games together. I now include him in monthly poker nights at my house, where he has become quite the card shark, regularly depriving many of my adult friends of their money.

My strategy with my son and gaming activity has been simple: stay involved, be open-minded, and set reasonable limits. Oh sure, there are games he plays that I find silly and worthless. But I try to talk to him about all of them and get a better understanding of what they are about. And I encourage him—not always successfully—to get off the couch and go outside to get plenty of outdoor playtime in, too.

While heavy-handed regulatory efforts have been beaten back, we can expect moral panics to continue as video games become even more interactive and immersive. We aging gamers should be willing to hear out concerns about those new gaming themes and capabilities and consider reasonable responses.

If we have learned anything from the first half century of video game history, it is that over-reaction is never the right response. Whether you are a parent or a politician, try to be patient and willing to talk to kids in an open and understanding fashion about things you might not appreciate at first.

Now please excuse me while my son and I get back to killing some alien bugs and saving the Earth once more!


Additional Reading :

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Thomas Rid on cyber war https://techliberation.com/2013/09/03/thomas-rid/ https://techliberation.com/2013/09/03/thomas-rid/#respond Tue, 03 Sep 2013 22:59:03 +0000 http://techliberation.com/?p=73525

Thomas Rid, author of the new book Cyber War Will Not Take Place discusses whether so-called “cyber war” is a legitimate threat or not. Since the early 1990s, talk of cyber war has caused undue panic and worry and, despite major differences, the military treats the protection of cyberspace much in the same way as protection of land or sea. Rid also covers whether a cyber attack should be considered an act of war; whether it’s correct to classify a cyber attack as “war” considering no violence takes place; how sabotage, espionage and subversion come into play; and offers a positive way to view cyber attacks — have such attacks actually saved millions of lives?

Download

Related Links

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Again, Most Video Games Are Not Violent https://techliberation.com/2011/03/21/again-most-video-games-are-not-violent/ https://techliberation.com/2011/03/21/again-most-video-games-are-not-violent/#comments Tue, 22 Mar 2011 01:25:13 +0000 http://techliberation.com/?p=35770

Five years ago this month, I penned a white paper on “Fact and Fiction in the Debate over Video Game Regulation” that I have been meaning to update ever since but just never seem to get around to it. One of the myths I aimed to debunk in the paper was the belief that most video games contain intense depictions of violence or sexuality.  This argument drives many of the crusades to regulate video games. In my old study, I aggregated several years worth of data about video game ratings and showed that the exact opposite was the case: the majority of games sold each year were rating “E” for everyone or “E10+” (Everyone 10 and over) by the Entertainment Software Rating Board (ESRB).

Thanks to this new article by Ars Technica‘s Ben Kuchera, we know that this trend continues. Kuchera reports that out of 1,638 games rated by the ESRB in 2010, only 5% were rated “M” for Mature. As a percentage of top sellers, the percentage of “M”-rated games is a bit higher, coming in at 29%. But that’s hardly surprising since there are always a few big “M”-rated titles that are the power-sellers among young adults each year.  Still, most of the best sellers don’t contain extreme violence or sexuality.

The primary criticism of these findings is that (1) violence is subjective and, therefore, (2) you can’t trust the industry to accurately rate it’s own content. Plus, (3) kids still see a lot of violent content, anyway.

Violence certain is subjective, as I’ve discussed here numerous times before. And it’s also true that the ESRB was created by the video game industry as a self-regulatory body to rate the content of games. That doesn’t mean the ratings are deceptive, however. Indeed, polls have generally shown parental satisfaction with the system, and when you compare ESRB ratings to independent rating schemes (like Common Sense Media’s) you see largely the same sort of labels and age warnings being affixed to various titles.  Sure, there are small differences at the margin, but they tend to be legitimately difficult cases (ex: how to rate a boxing game when the real-world equivalent is an actual sporting event that can be quite violent at times).

I’m never quite sure what to make of the third argument: that kids will still see a lot of violent games. If that’s true, is it the video game industry’s fault? Should no violent games be released because some kids might still find a way to see or play them? That’s an intolerable solution in a free society that treasures the First Amendment, of course.  Moreover, it really comes back to parental choice and responsibility.  When games cost $20 to $60 bucks a pop, it’s hard to even figure out how junior gets his hands on some of these games without Mom or Dad knowing. Moreover, even getting the game console into the house requires a significant outlay of cash, and even then, parents are prompted to set up parental controls when they get some of these devices. (All of them contain sophisticated controls but the initial configuration is slightly different on each).

In my opinion, the combination of the excellent ESRB ratings and the outstanding current generation console controls has resulted in one of the great user-empowerment success stories of modern times.  Parents have been given valuable information about games to make decisions regarding what is appropriate for their families and then also given the tools to take action on that information by establishing console settings in line with their household values. Sounds like an ideal state of affairs to me. And, better yet, as the data above illustrate, parents don’t even have to worry about most games being inappropriate for kids!

Now, excuse me while I get back to playing “Plants vs. Zombies” on the XBox with my kids!  What a great game that is. The whole family is loving it.

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EFF-PFF Amicus Brief in Schwarzenegger v. EMA Supreme Court Videogame Violence Case https://techliberation.com/2010/09/18/eff-pff-amicus-brief-in-schwarzenegger-v-ema-supreme-court-videogame-violence-case/ https://techliberation.com/2010/09/18/eff-pff-amicus-brief-in-schwarzenegger-v-ema-supreme-court-videogame-violence-case/#comments Sat, 18 Sep 2010 14:58:57 +0000 http://techliberation.com/?p=31838

By Berin Szoka & Adam Thierer

Yesterday, the Progress & Freedom Foundation (PFF) and Electronic Frontier Foundation (EFF)  filed a joint amicus brief with the U.S. Supreme Court urging the Court to protect the free speech rights of videogame creators and users and asking the justices to uphold a ruling throwing out unconstitutional restrictions on violent videogames.  At issue is a California law that bans the sale or rental of “violent” videogames to anyone under the age of 18, among other regulations. While the law was passed in 2005, it has never taken effect, as courts have repeatedly ruled it unconstitutional. California appealed its loss at the Ninth Circuit Court of Appeals to the Supreme Court.  The case is Schwarzenegger vs. EMA.

This case has profound ramifications for the future of not just videogames, but all media, and the Internet as well. Although we’ve had 15 years of fairly solid Supreme Court case law on new media issues, a loss in the Schwarzenegger case could reverse that tide.  In the amicus brief, we explain how the current videogame content rating system empowers parents to make their own decisions without unconstitutionally restricting this new and evolving form of free speech.  Our brief is focused on three major arguments:

  1. Parental Control Tools, Household Media Control Methods, Self-Regulation and Enforcement of Existing Laws Constitute Less Restrictive Means of Limiting Access to Objectionable Content than Government Regulation of Constitutionally Protected Speech
  2. Videogame Content is Constitutionally Protected Speech Deserving Strict Scrutiny
  3. The State Has Not Established a Compelling Government Interest in Restricting the Sale of Videogames to Minors

The filing can be found online here and it is embedded down below.  As always, the Media Coalition has done an outstanding job summarizing the case and listing all the major briefs filed with the Court in this matter, so check out their Schwarzenegger v. EMA page for everything you need to know about this case.  GamePolitics.com also offers excellent ongoing coverage of the case. In particular, check out briefs by:

EFF – PFF Supreme Court Amicus Brief in SCHWARZENEGGER v EMA Video Game Case http://d1.scribdassets.com/ScribdViewer.swf

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If We Ban Violent Video Games, Why Not Violent Theme Park Attractions? https://techliberation.com/2010/07/12/if-we-ban-violent-video-games-why-not-violent-theme-park-attractions/ https://techliberation.com/2010/07/12/if-we-ban-violent-video-games-why-not-violent-theme-park-attractions/#comments Mon, 12 Jul 2010 20:25:20 +0000 http://techliberation.com/?p=30310

I’m hoping to get some input from readers as I look to finish up an amicus brief for the forthcoming Schwarzenegger v. EMA video game case. (Respondent briefs are due in mid-Sept and the State of California just filed its brief with the Court today). You will recall that the Supreme Court accepted the case for review in April, meaning it will be the first major case regarding video game speech rights heard by our nation’s highest court. It raises questions about the First Amendment status of games and what rights minors have to buy or play “violent” video games.  One section I hope to include in the brief I’m working on deals with how other forms of media content are increasingly intertwined with video game content. In it, I explain how video games are less of a discreet category of visual entertainment than they once were. I’d welcome ideas for other examples to use relative to the ones you see below.

I begin by discussing games that were inspired by major motion pictures, such as both the recent Star Wars and Lord of the Rings movie trilogies, for example.  I also note that many games were inspired by notable books, such as the LotR games being inspired by Tolkien, and The Godfather video games that were inspired by Mario Puzo’s novel of the same name. I also make mention of The Terminator movies starring California Governor Arnold Schwarzenegger, which inspired a wide variety of video games, many of which featured his likeness.

More importantly, I highlight how many video games are now inspiring movies, music, books, and comics, including: Prince of Persia, Max Payne, Resident Evil, Tomb Raider, Doom, Final Fantasy, Halo, and Gears of War. The characters and storylines in the books, comics, and movies based on these games often closely track the video games that inspired them.  Increasingly, therefore, games are developed along parallel tracks with these other forms of content. Thus, to regulate games under the standard California proposes in this case raises the question of whether those other types of media should be regulated in a similar fashion.  Should every iteration of the original game title be regulated under the standard California has suggested if those books, comics, or movies contain violent themes?

If so, it raises profound First Amendment issues—especially for novels and comics. Moreover, to not regulate those other forms of media while regulating game content raises its own set of First Amendment issues. “[T]his type of facial underinclusiveness undermines the claim that the regulation materially advances its alleged interests,” argued the U.S. District Court for the Middle District of Louisiana in ESA v. Foti (2006). After all, what good does it do to merely regulate “a tiny fraction of the media violence to which modern American children are exposed” if all other forms of expression remain available? (See, AAMA v. Kendrick, 2001)

So, again, I’d welcome more (or better) examples to include in this short section of my brief to help me drive this point home to the Court.

I might also make mention of another type of entertainment that could be impacted by this decision and which no one else seems to be thinking about: theme park attractions. Ironically, just a few months ago, my wife and I took the kids on a vacation to Universal Studios in Orlando, Florida.  One of the attractions that my kids — ages 8 and 5 — enjoyed most was “Terminator 2: 3D.” It was their second favorite after the spectacular SpiderMan ride.

But here’s the thing about that Terminator 2 attraction at Universal Studios: it was a surprisingly intense and seriously violent experience. The show features cinematic action combined with real-life actors who run throughout the arena firing shotguns at cybernetic robots that come out of the walls or floors.  During some segments of the show, water sprays the audience, smoke fills the chamber, and the seats and floors vibrate violently as battles take place on stage and on-screen. The actor hosting the show is also choked to death by a cyborg! [see video below at 2:20 mark.]

http://www.youtube.com/v/3UFd_DgcpDw&hl=en_US&fs=1

Now, here’s what’s most interesting to me about the “Terminator 2: 3D” attraction:

  1. Children are admitted without restriction to the “Terminator 2: 3D” attraction even though the depictions of “violence” they witness and physically experience are far more intense than any regular movie or video game.
  2. Arnold Schwarzenegger filmed segments for the cinematic portions of the “Terminator 2: 3D” attraction.  Of course, this is the same man who would later sign the California video game bill into law and have his state squander millions of taxpayer dollars in court defending it.  All on the ground that we need to keep kids away from “violent” media.  But apparently the kiddies weren’t on his mind when he helped created the “Terminator 2: 3D” attraction!

Again, don’t get me wrong here: My kids loved the T2:3D experience, and Mom and I couldn’t be happier we took them to see it. (We loved it too!)  And, at least so far, my kids have not become murderous thugs or social degenerates from experiencing this intense show, as some in the “monkey see, monkey do” crowd imply will occur if kids see violently-themed entertainment.

Regardless, I think this begs a serious question:  If Gov. Schwarzenegger — or any other lawmaker for that matter — would regulate “violent” video games on the grounds that the experience is too intense and damaging for kids psychologically, then why not regulate theme park attractions on similar grounds?  The “Revenge of the Mummy” ride at Universal Studios (also based on a movie) serves as another example. At one point you are sent to Hell and placed in an imaginary tomb while flames shoot out the walls all around you so that you feel like you are going to be cremated alive.  You can literally feel the heat from the flames on your face.  You cannot possibly convince me that there is any video game experience as frightening as that.  But all the kids went wild!  My daughter made us ride it with her three times!  (Our 5-yr old boy couldn’t go on that one because of a height restriction, but there was no age-based or other type of restriction / warning on the ride.)

Anyway, I welcome more input here about other rides or attractions that are “violent” and that could be impacted by an adverse, anti-free speech ruling by the Supreme Court in the Schwarzenegger v. EMA case.  (I’ve also thought about discussing how many kids are in the audience at boxing, MMA, wrestling matches and other violent sports).

In my opinion, it is up to parents — not the government — to determine what games, movies, music, books, magazines, and theme park attractions that kids get to see, hear, and experience.  I can appreciate that some parents have heightened sensitives about some of these things, but they have the abilityand the responsibility — to make appropriate media determinations for their kids.  We shouldn’t expect The Terminator Arnold Schwarzenegger to be our national nanny.

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Video Games, Media Violence & the Cathartic Effect Hypothesis https://techliberation.com/2010/05/26/video-games-media-violence-the-cathartic-effect-hypothesis/ https://techliberation.com/2010/05/26/video-games-media-violence-the-cathartic-effect-hypothesis/#comments Thu, 27 May 2010 02:55:27 +0000 http://techliberation.com/?p=29176

David Leonhardt of The New York Times penned an interesting essay a few days ago entitled, “Do Video Games Equal Less Crime?” reflecting upon the same FBI crime data I wrote about earlier this week, which showed rapid drops in violent crime last year (on top of years of steady declines).  Crimes of all sorts plummeted last year despite the serious economic recession we find ourselves in.  Downturns in the economy are typically followed by upticks in crime. Not so this time.  Which leads Leonhardt to wonder if perhaps exposure to violent media (especially violent video games) could have played a positive role in tempering criminal activity in some fashion:

Video games can not only provide hours of entertainment. They can also give people — especially young men, who play more than their fair share of video games and commit more than their fair share of crimes — an outlet for frustration that doesn’t involve actual violence. Video games obviously have many unfortunate side effects. They can promote obsessive, antisocial behavior and can make violent situations seem ordinary. But might video games also have an upside? I’m willing to consider the idea.

Go Back to the Greeks

What Leonhardt is suggesting here goes by the name “cathartic effect hypothesis” and debates have raged over it for centuries.  Seriously, the fight goes all the way back to the great Greek philosophers Plato and Aristotle. And, as with everything else, Aristotle had it right! Well, at least in my opinion he did, but I am a rabid Aristotealian.  While Plato thought the media of his day (poetry, plays & music) had a deleterious impact on culture and humanity, Aristotle took a very different view. Indeed, most historians believe it was Aristotle who first used the term katharsis when discussing the importance of Greek tragedies, which often contained violent overtones and action. He suggested that these tragedies helped the audience, “through pity and fear effecting the proper purgation of these emotions.” (See Part IV of Aristotle’s Poetics,) Aristotle spoke highly of tragedies that used provocative or titillating storytelling to its fullest effect:

Tragedy is an imitation not only of a complete action, but of events inspiring fear or pity. Such an effect is best produced when the events come on us by surprise; and the effect is heightened when, at the same time, they follow as cause and effect. The tragic wonder will then be greater than if they happened of themselves or by accident; for even coincidences are most striking when they have an air of design. We may instance the statue of Mitys at Argos, which fell upon his murderer while he was a spectator at a festival, and killed him. Such events seem not to be due to mere chance. Plots, therefore, constructed on these principles are necessarily the best.

Of “Tragic Wonder” & Balanced Passions

Again, what Aristotle believed was important about such tales was precisely that they help give rise to a heightened sense of “tragic wonder” that helped us purge away or balance out similar passions brewing in the human psyche. [For a broader discussion of the catharsis debate from Plato and Aristotle on down to the modern “media effects” psychologists and social scientists, see Marjorie Heins’s brilliant 2001 book, Not in Front of the Children: ‘Indecency,’ Censorship and the Innocence of Youth, p. 228-253.]

One might just as easily apply this thinking to many of the most popular video games children play today, including those with violent overtones. That’s exactly what Gerald Jones does in his book Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence:

One of the functions of stories and games is to help children rehearse for what they’ll be in later life. Anthropologists and psychologists who study play, however, have shown that there are many other functions as well—one of which is to enable children to pretend to be just what they know they’ll never be. Exploring, in a safe and controlled context, what is impossible or too dangerous or forbidden to them is a crucial tool in accepting the limits of reality. Playing with rage is a valuable way to reduce its power. Being evil and destructive in imagination is a vital compensation for the wildness we all have to surrender on our way to being good people.

Judge Richard Posner used similar logic when penning the 7th Circuit’s 2001 decision in American Amusement Machine Association v. Kendrick, which struck down an Indianapolis ordinance prohibiting anyone who operated more than five arcade games on their premises from allowing an unaccompanied minor to play games that would be considered “harmful to minors.” In the Kendrick decision, Posner noted that “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.”

Don’t Be the Boy in the (Intellectual) Bubble

Posner’s opinion for the court was a blistering tour-de-force that included a review of violence in literature throughout history. “Self-defense, protection of others, dread of the ‘undead,’ fighting against overwhelming odds—these are all age-old themes of literature, and ones particularly appealing to the young,” he noted. “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 argued. “People are unlikely to become well-functioning, independent-minded adults and responsible citizens if they are raised in an intellectual bubble.” This is a different sort of construction of cathartic effect hypothesis. In essence, Posner is explaining how exposure to violently-themed media helps to gradually assimilate us into the realities of the world around us.

Such thinking will undoubtedly remain controversial—perhaps even outlandish—to some. But the history of art and entertainment has always been filled with its share of controversies in terms of its impact on culture and society. Indeed, one generation’s trash often becomes a subsequent generation’s treasure. Sculptures, paintings and works of literature widely condemned in one period were often praised—even consider mainstream—in the next.  As The Economist magazine editorialized in the summer of 2005: “Novels were once considered too low-brow for university literature courses, but eventually the disapproving professors retired. Waltz music and dancing were condemned in the 19th century; all that was thought to be ‘intoxicating’ and ‘depraved’, and the music was outlawed in some places. Today it is hard to imagine what the fuss was about. And rock and roll was thought to encourage violence, promiscuity and Satanism; but today even grannies listen buy Coldplay albums.” I’ve written more about such “moral panics” here in the past.

Humans Adapt

Here is the important point: somehow we get through it. We learn to assimilate culture into our lives that previous generations feared or loathed. As the late University of North Carolina journalism professor Margaret A. Blanchard once noted: “[P]arents and grandparents who lead the efforts to cleanse today’s society seem to forget that they survived alleged attacks on their morals by different media when they were children. Each generation’s adults either lose faith in the ability of their young people to do the same or they become convinced that the dangers facing the new generation are much more substantial than the ones they faced as children.” And Thomas Hine, author of The Rise and Fall of the American Teenager, argues that: “We seem to have moved, without skipping a beat, from blaming our parents for the ills of society to blaming our children. We want them to embody virtues we only rarely practice. We want them to eschew habits we’ve never managed to break.”

If you subscribe to the cathartic effect school of thinking, however, you typically do no fear social or technological change as much because you realize that human adapt. We learn to cope with cultural or technological changes, and in many cases we are actually made better off as a species because of those changes.

Can It Be Proven One Way or the Other?

But is there any hard evidence to prove or disprove the cathartic effect hypothesis? The problem is, as I have noted here before repeatedly, we must never forget the first iron law of statistical analysis: Correlation does not necessarily equal causation. Whether we are talking about those artificial lab experiments or the real-world data sets, we cannot lose sight of the fact that just because B follows A it does not mean A caused B. That is particularly the case when it comes to human behavior, which is complex and ever-changing.

That being said, I’ve also suggested that, at some point, a consistent trend in real-world crime data must suggest that at least the opposite is not the case. Thus, when it comes to the supposed relationship between violent media and real-world violence, I have to believe that if there was anything to the thesis that a correlation exists, we would have to see it manifest itself at some point in crime statistics. But we have now experienced roughly 15 years of steady drops in all categories of criminal activity, especially juvenile violence, while at the same time witnessing a fairly steady increase in exposure to video games and violently-theme media in general.

Incidentally, Leonhardt’s New York Times article cites a recent study by Gordon Dahl and Stefano DellaVigna that appeared in the Quarterly Journal of Economics in May 2009 entitled, “Does Movie Violence Increase Violent Crime?” which tried to use some hard data to evaluate the cathartic effect hypothesis. Dahl and DellaVigna found that:

exposure to violent movies has three main effects on violent crime: (i) it significantly reduces violent crime in the evening on the day of exposure; (ii) by an even larger percent, it reduces violent crime during the night hours following exposure; (iii) it has no significant impact in the days and weeks following the exposure. We interpret the first finding as voluntary incapacitation: potential criminals that choose to attend the movie theater forego other activities that have higher crime rates. As simple as this finding is, it has been neglected in the literature, despite its quantitative importance. We interpret the second finding as substitution away from a night of more volatile activities, in particular, a reduction in alcohol consumption. The third finding implies that the same-day impact on crime is not offset by intertemporal substitution of crime. An important component of these interpretations is the sorting of more violent individuals into violent movie attendance. These findings appear to contradict evidence from laboratory experiments that document an increase in violent  behavior following exposure to movie violence.

Of course, it’s just one study, so I’m not ready to rest my entire case upon it (or even dozens of other studies like it).  But I do think they’re on to something.

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Violent Video Games & Youth Violence: What Does Real-World Evidence Suggest? https://techliberation.com/2010/02/09/violent-video-games-youth-violence-what-does-real-world-evidence-suggest/ https://techliberation.com/2010/02/09/violent-video-games-youth-violence-what-does-real-world-evidence-suggest/#comments Tue, 09 Feb 2010 17:57:46 +0000 http://techliberation.com/?p=25872

The website ProCon.org has a new debate online laying out the different perspectives about the question: “Do violent video games contribute to youth violence?” It includes citations for a wide variety of studies that come down on both sides of the question. Simply put, there’s a study for everyone out there. Do you want to find a study suggesting that there’s a strong correlation between violently-themed media and aggression? You can find plenty. Or do you want to hear that there’s no correlation between these things? Well, there’s plenty of studies suggesting that, too.

As someone who briefly flirted with a degree in psychology, I find this an interesting intellectual debate. But here’s the thing I can’t get away from — lab studies by psychology professors and students are not the real-world. I am consistently shocked and disappointed at the lack of scrutiny these studies receive when they are little more than artificial constructions of reality.

So, how can we determine whether watching depictions of violence will turn us all into killing machines, rapists, robbers, or just plain ol’ desensitized thugs? Well, how about looking at the real world! Whatever lab experiments might suggest, the evidence of a link between depictions of violence in media and the real-world equivalent just does not show up in the data. The FBI produces ongoing Crime in the United States reports that document violent crimes trends. Here’s what the data tells us about overall violent crime, forcible rape, and juvenile violent crime rates over the past two decades: They have all fallen. Perhaps most impressively, the juvenile crime rate has fallen an astonishing 36% since 1995 (and the juvenile murder rate has plummeted by 62%).

Juv violence table

Juvenile Violent Crime

Violent Crime Rate

Forced Rape Crime Rate

Now, let me be perfectly clear about something. When analyzing such things it is vitally important to recall one of the first rules of statistical analysis: correlation does not necessarily equal causation. This works in both directions. Even if an increase in real-world violence was closely tracking depictions of violence on television or in video games, it wouldn’t necessarily mean there is a connection. But it would also be wrong to state that, on its own, an inverse correlation (with the trends moving in opposite directions) meant that there was absolutely no connection between these things.

At the margin, I believe that some media can have negative impacts on some people. Certainly, in heavy enough doses, watching non-stop depictions of sex or violence probably would have some sort of negative effect on some people — loss of sleep, if nothing else. Perhaps more.

Then again, it is impossible to ignore the real-world evidence being so starkly at odds with the “monkey see, monkey do” theories bandied about by some researchers or regulatory proponents. At a minimum, the real-world evidence should at least call into question the “world-is-going-to-hell” sort of generalizations made by proponents of increased media regulation, who all too often make casual inferences about the relationship between media exposure and various social indicators. Such a causal relationship is even more dubious today since all Americans, especially youngsters, are surrounded by a much wider variety of media than ever before. Even though television viewing has gone down slightly in recent years, it has been due to the rise of other media substitutes that command the attention of children, including the Internet, cell phones and video games. Overall, therefore, it appears that children are “consuming” as much, if not more, media than ever before. One would think that if depictions of violence in media really were leading to increased aggression among youth it would start showing up in some of these indicators at some point. But that’s just not occurring. [If you’re interested, I’ve discussed all these issues at much greater detail here, here, here, here, and here.]

Another argument I often hear is: ‘Well, the numbers would be even better if not for media violence!’ But there’s just no way to prove that one way or the other. Would the juvenile crime rate be down 46% instead of the 36% decrease we’ve actually since 1995? I don’t know. Nobody can know. But I certainly hope that media critics and regulatory proponents aren’t so foolish as to suggest that the crime rate would drop to zero if we just forced everybody to watch “Mary Poppins” all day long.

Finally, let’s keep in mind that, whatever the evidence suggests, there are many other ways society can deal with objectionable media content without resorting to government censorship. There are plenty of excellent parental control tools and methods out there today which give individuals and families, all of which have different needs and values, the ability to craft their own “household media standard.” There are also ways to put pressure on media providers, distributors, and advertisers to self-regulate content, or better control when and where it appears.  And educational and media literacy strategies can help assimilate youth into a media-saturated culture. To me, that’s the best approach. If you accept the fact that media — including violently-themed media — has always been with us and is never going away, then you understand the importance of talking to kids about these things in an open, understanding, and loving fashion. We should be doing this in schools, at home, and throughout society.

In the meantime, don’t buy into the hype about artificial lab studies, regardless of what they say. The kids are alright.


Additional Reading:

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Does TV Cause Violence Against Women? PTC’s “Women in Peril” Report https://techliberation.com/2009/10/29/does-tv-cause-violence-against-women-ptcs-women-in-peril-report/ https://techliberation.com/2009/10/29/does-tv-cause-violence-against-women-ptcs-women-in-peril-report/#comments Thu, 29 Oct 2009 04:58:18 +0000 http://techliberation.com/?p=23062

The Parents Television Council (PTC) released a new report today entitled Women in Peril: A Look at TV’s Disturbing New Storyline Trend. The report argues that “by depicting violence against women with increasing frequency, or as a trivial, even humorous matter, the broadcast networks may ultimately be contributing to a desensitized atmosphere in which people view aggression and violence directed at women as normative, even acceptable,” said PTC President Tim Winter.  As evidence the report cites… Nicole Kidman.  OK, it cites more than Nicole Kidman, but the 7-page report and accompanying press release does seem to place a lot of stock in the fact that, while being questioning by a House Foreign Affairs subcommittee hearing about violence against women overseas, “Ms. Kidman conceded that Hollywood has probably contributed to violence against women by portraying them as weak sex objects, according to the Associated Press.”  I’m not sure what Ms. Kidman was doing testifying before Congress on the matter of violence against women overseas — dare I suggest some congressmen were out for another photo-op with a Hollywood celeb? — but the better question is whether Ms. Kidman’s opinion has any bearing on the question of what relationship, if any, there is between televised violence and real-world violence against women. (Incidentally, if she really feels passionately about all this, is she prepared to go back and recut some of her old scenes in “Dead Calm,” “To Die For,” and “Eyes Wide Shut“?)

Violent Crime Rate

But let’s not nitpick about the credentials Ms. Kidman brings to the table or whether it makes any sense for PTC to elevate her opinions to proof of theory when it comes to a supposed connection between depictions of violence against women in film or television and real world acts of violence against women. PTC, however, suggests that’s exactly what is going on today. They allude to a few lab studies which are of the “monkey see, monkey do” variety — where the results of artificial lab experiments are used to claim that watching depictions of violence will turn us all into killing machines, rapists, robbers, or just plain ol’ desensitized thugs.

There’s just one problem with such studies, and the PTC report:  Reality.  Whatever lab experiments might suggest, the evidence of a link between televised media violence and the real-world equivalent just does not show up in the data. The FBI produces ongoing Crime in the United States reports that document violent crimes trends. Here’s what the data tells us about overall violent crime, forcible rape, and juvenile violent crime rates over the past two decades: They have all fallen.  Perhaps most impressively, the juvenile crime rate has fallen an astonishing 36% since 1995.

Forced Rape Crime Rate

Juvenile Violent Crime

Now, let me be perfectly clear about something.  When analyzing such things it is vitally important to recall one of the first rules of statistical analysis: correlation does not necessarily equal causation. This works in both directions. Even if an increase in real-world violence was closely tracking depictions of violence on television or in video games, it wouldn’t necessarily mean there is a connection. But it would also be wrong to state that, on its own, an inverse correlation (with the trends moving in opposite directions) meant that there was absolutely no connection between these things.

At the margin, I believe that some media can have negative impacts on some people. Certainly, in heavy enough doses, watching non-stop depictions of sex or violence probably would have some sort of negative effect on some people — loss of sleep, if nothing else. Perhaps more.

Then again, I just cannot entirely dismiss the real-world evidence being so starkly at odds with the “monkey see, monkey do” theories bandied about by PTC and some researchers or regulatory proponents. At a minimum, the real-world evidence should at least call into question the “world-is-going-to-hell” sort of generalizations made by proponents of increased media regulation, who all too often make casual inferences about the relationship between media exposure and various social indicators. Such a causal relationship is even more dubious today since all Americans, especially youngsters, are surrounded by a much wider variety of media than ever before. Even though television viewing has gone down slightly in recent years, it has been due to the rise of other media substitutes that command the attention of children, including the Internet, cell phones and video games. Overall, therefore, it appears that children are “consuming” as much, if not more, media than ever before. One would think that if depictions of violence in media really were leading to increased aggression among youth it would start showing up in some of these indicators at some point. But that’s just not occurring. [If you’re interested, I’ve discussed all these issues at much greater detail here, here, here, and here.]

Another argument I often here is: ‘Well, the numbers would be even better if not for media violence!’  But there’s just no way to prove that one way or the other. Would the juvenile crime rate be down 46% instead of the 36% decrease we’ve actually since 1995?  I don’t know. Nobody can know. But I certainly hope that media critics and regulatory proponents aren’t so foolish as to suggest that the crime rate would drop to zero if we just forced everybody to watch “Mary Poppins” all day long.

Juv violence table

Finally, let’s assume that the PTC is right and that depictions of violence against women are on the rise on TV. I can actually accept that statement. With all the forensic science shows and crime dramas on TV today, it’s clear that some of the plot lines are going to involve people dying in some fashion and many of those people will be women. And yes, some of the depictions will get pretty gritty. “Fringe” and the various “CSI” shows are clearly showing things we didn’t see on “Quincy” back in the day. (Bring back Jack Klugman! He was awesome.)

But, hey, culture has changed.  Envelopes have been pushed a bit.  A little less is left to the imagination.  But most of us can live with that fact.  Indeed, many of us actually enjoy that fact!  And for those who do not share that worldview or who have heightened sensitivities about depictions of violence in TV shows, movies, or games, I would like to tell them that I really do understand and appreciate where they are coming from.

Yet, there are many other ways you can deal with that without forcing us all to forgo content we might enjoy consuming. And, you guessed it, this is where I remind the world for the umpteenth time that I have written a whole book about parental control tools and methods! [The shameless self-promotion never ends here, folks!]  In fact, part of the reason I have invested so much time in that project — and my ongoing efforts to get companies and other third parties to expand the range of tools, ratings, and other information that we have access to — is because I genuinely want to make sure that those individuals and families who have different needs and values than I have the ability to craft their own “household media standard.”   I want each family to be empowered to make media content decisions for themselves such that they can find the media content they want and discard all the rest. Luckily, that is the world we increasingly live in today. Parents have more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children.

I know that some critics including the PTC feel that the tools aren’t good enough, but I just don’t buy it. Sure, there’s always some room for improvement regarding parental control tools and rating systems, but the existing panoply of tools and methods offer families unprecedented control over their media consumption habits. And that includes tools and methods which enable them to find enriching and educational content, which we have more of than ever before.

I understand PTC doesn’t share my worldview on these matters.  But the difference between us is that they want to take something away from me (the right to watch certain types of content) while I want to give something to them (the ability to block that which they find distasteful).  To be fair, however, their report did not rush to the regulatory solution, even though they did call for more hearings and they warn that:

if the television industry is unwilling or unable to take serious steps to reduce or tone down such graphic images, then we will urge the Congress and the FCC, by virtue of their regulatory authority over the public airwaves, to step in and take action.

The problem is, I don’t think PTC will ever rest until all this content is removed from the airwaves altogether, even if millions of Americans actually enjoy that programming.  Again, the better solution is for PTC to work with others to improve the tools and methods available to families to more effectively make this decision for themselves.  I certainly don’t want others making these determinations for my wife and me and our two kids.  We’ve got the job handled, thank you very much.

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Video Games, Free Speech & the Lunacy of “Ecogenerism” https://techliberation.com/2009/10/25/video-games-free-speech-the-lunacy-of-ecogenerism/ https://techliberation.com/2009/10/25/video-games-free-speech-the-lunacy-of-ecogenerism/#comments Sun, 25 Oct 2009 15:07:28 +0000 http://techliberation.com/?p=22888

I’ve been meaning to say something about this new paper by Renee Newman Knake of Michigan State University College of Law, which calls for a new paradigm to analyze, and then likely regulate, video game content. Knake’s paper is entitled, “From Research Conclusions to Real Change: Understanding the First Amendment’s (Non)Response to Negative Effects of Mass Media on Children by Looking to the Example of Violent Video Game Regulations.” In it, she proposes to extend an emerging legal philosophy known as “ecogenerism” to the field of video games and the First Amendment treatment thereof. “Ecogenerism” is largely the creation of Barbara Bennett Woodhouse and the theory argues that we should apply lessons or legal frameworks from the field of environmental law to the area of media and children. “Under an ecogenerist model,” states Knake, “media harm decisions should prioritize concern about the level of ‘toxic’ media which children are exposed over free speech interests.”  Simply stated, we should treat “toxic media” like toxic chemicals.

There have been other efforts to get courts to relax the legal scrutiny applied to video game content from “strict” to something more relaxed or intermediate in character. For example, there is the “violence as obscenity” approach proposed by Kevin Saunders, who, like Knake, is also with the Michigan State University College of Law. But whereas Saunders has proposed applying an adjacent legal theory or framework (obscenity law) to legal analysis of the constitutionality of regulation of video game content, Woodhouse and now Knake propose a much broader, and more radical, reformulation of First Amendment law along the lines of entirely different body of jurisprudence — again, environment law and regulation.

Of course, this is nuts. The notion that words or images are as “toxic” as chemicals is preposterous, and yet that is exactly what Knake and Woodhouse want us to accept. We can determine with a great deal of certainly the physiological impact of too much mercury or lead on the development of the human brain or body. Generally speaking, we know what dose would kill or deform. The same cannot possibly be said of media, and the very allusion to toxic materials or chemicals is ludicrous to begin with since words and images have never directly killed anyone. EVER!

Another problem with the analogy: Video game content, like many other forms of content, can also have profound societal value even when it is of a sexual or violent nature.  Even heavy “doses” of such media can be entirely acceptable (even beneficial) for some even if they are not for others. The same would not be said of toxic chemicals. Too much of a dose would be lethal to all.  In his latest “Law of the Game on Joystiq” column, Mark Methenitis does a nice job picking apart this paper in more detail and he really nails what’s wrong with this analogy between games and harmful chemicals, dangerous diseases, or potential deadly weapons:

A video game is not meningitis or AIDS, where occasional, isolated, or incidental exposure can lead to serious injury or death. Nor is a video game anything like a handgun, where exposure can lead to someone being seriously wounded, maimed or killed. Spending an hour with Halo or Borderlands at a friend’s house isn’t even in the same galaxy of potential harm as a kid having a gun or a serious illness at school.

Indeed, he rightly points out that many of the video games most likely to be regulated under an ecogenerist approach, like “Grand Theft Auto” or “Metal Gear Solid 4,”  have “a significant storyline with the same kind of political statement as the average Scorsese film.” Thus, he notes, “these [ecogenerist] restrictions would be impacting political speech, which is the most sacred and the most protected form of speech under the First Amendment.”  He also takes the authors of these theories to task for failing to seriously investigate the content they seek to censor.  “It is this lack of a true knowledge of the content that continually appears in so many arguments for video game regulation,” he notes.  Quite right.

Finally, we have better ways of dealing with objectionable media content, including video games, than to ban them outright or have regulators curtail content they don’t like. There is a rich mosaic of parental control tools and methods available to parents and guardians to deal with content they find unacceptable, and video game ratings and parental control tools are among the very best of any of those tools and rating systems.  As I have pointed out here far too many times to mention, we are at the stage now where our traditional reliance upon “community standards” regulation can give way to a “household standard” approach when it comes to “regulating” content.  Here’s how I put it in a recent paper I presented at Oxford University:

If it is the case that families now have the ability to effectively tailor media consumption and communications choices to their own preferences—that is, to craft their own “household standard”—then the regulatory equation can and should change.  Regulation can no longer be premised on the supposed helplessness of households to deal with content flows if families have been empowered and educated to make content determinations for themselves.  Luckily, that is the world we increasingly live in today. Parents have more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children. Going forward, our goal should be to ensure that parents or guardians have (1) the information necessary to make informed decisions and (2) the tools and methods necessary to act upon that information.  Optimally, those tools and methods would give them the ability to not only block objectionable materials, but also to more easily find content they feel is appropriate for their families.

And, luckily, that’s the direction most free speech jurisprudence has been turning in the U.S. in recent years. It’s the right approach for a nation that values freedom of speech and expression.  The ecogenerist approach, by contrast, would open the floodgates to unprecedented censorship of speech in this country.  It would leave lawmakers and regulators free to play the role of national nanny and censor any sort of content they found personally objectionable by equating it with toxic chemicals or dangerous weapons.  That’s lunacy and it must be rejected as antithetical to our nation’s rich First Amendment history.

[Below is an old slide show presentation I did at Penn State University about “Video Games & Public Policy.” Thought it made sense to repost it here.]

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What Unites Advocates of Speech Controls & Privacy Regulation? https://techliberation.com/2009/08/11/what-unites-advocates-of-speech-controls-privacy-regulation/ https://techliberation.com/2009/08/11/what-unites-advocates-of-speech-controls-privacy-regulation/#comments Tue, 11 Aug 2009 17:31:04 +0000 http://techliberation.com/?p=20255

What Unites Advocates of Speech Controls & Privacy Regulation? [pdf]

by Adam Thierer & Berin Szoka The Progress & Freedom Foundation, Progress on Point No. 16.19

Anyone who has spent time following debates about speech and privacy regulation comes to recognize the striking parallels between these two policy arenas. In this paper we will highlight the common rhetoric, proposals, and tactics that unite these regulatory movements. Moreover, we will argue that, at root, what often animates calls for regulation of both speech and privacy are two remarkably elitist beliefs:

  1. People are too ignorant (or simply too busy) to be trusted to make wise decisions for themselves (or their children); and/or,
  2. All or most people share essentially the same values or concerns and, therefore, “community standards” should trump household (or individual) standards.

While our use of the term “elitism” may unduly offend some understandably sensitive to populist demagoguery, our aim here is not to launch a broadside against elitism as Time magazine culture critic William H. Henry once defined it: “The willingness to assert unyieldingly that one idea, contribution or attainment is better than another.”[1] Rather, our aim here is to critique that elitism which rises to the level of political condescension and legal sanction. We attack not so much the beliefs of some leaders, activists, or intellectuals that they have a better idea of what it in the public’s best interest than the public itself does, but rather the imposition of those beliefs through coercive, top-down mandates.

That sort of elitism—elitism enforced by law—is often the objective of speech and privacy regulatory advocates. Our goal is to identify the common themes that unite these regulatory movements, explain why such political elitism is unwarranted, and make it clear how it threatens individual liberty as well as the future of free and open Internet. As an alternative to this elitist vision, we advocate an empowerment agenda: fostering an environment in which users have the tools and information they need to make decisions for themselves and their families.

I. The Elitism of Speech Regulation

First, consider how those two elitist beliefs identified above are on display when lawmakers or regulatory advocates make efforts to control speech or content.[2] Calls to regulate free speech are often premised on the belief that something must be done to “protect The Children.”[3] Personal and parental responsibility [4] are regarded as inadequate safeguards [5] since some parents will inevitably fall down on the job by not adequately shielding their children’s eyes and ears from potentially objectionable (or supposedly harmful) speech. Therefore, government must regulate content that is indecent, profane, excessively violent, and so on. The definition of those things is then left to unelected bureaucrats and judges to make on our behalf.

But it’s not just about “The Children.” Some regulatory advocates believe that even the choices made by consenting adults must be disregarded because some people fail to understand the supposedly destructive nature of the speech they are consuming. Government must act to protect people from making what some regulatory advocates regard as destructive or even immoral choices that could bring harm to them or their loved ones.

In sum, regulatory advocates are essentially saying that people cannot be trusted or left to their own devices and, therefore, government must intervene and establish a baseline “community standard” on behalf of the entire citizenry to tell them what‘s best for them.[6] Even if those citizens have tools and information at their disposal to make sensible decisions about objectionable content, that’s not good enough because they might not do the job properly. Government must do it for them!

II. The Elitism of Privacy Regulation

This same mentality motivates calls for privacy regulations. Those who call for government interventions to “protect privacy” often claim that people too willingly surrender personal information about themselves and that they don’t understand the adverse consequences of those actions.[7] Alternatively, regulatory advocates claim that advertising and marketing efforts are inherently “manipulative” and that people do not realize they are being duped into surrendering personal information or into buying products or services they supposedly don’t need.[8] Of course, those regulatory advocates rarely pause to explain to us how it is that they were not also duped and manipulated by the same things—again revealing their deeply-rooted elitism! (As discussed below, this makes it clear how the psychological phenomenon of “third-person effect hypothesis” is driving much of this debate.)

“Protecting The Children” is also used as a rhetorical cover for regulation here, but not as often in debates over speech controls.[9] Instead, regulatory advocates mostly focus on adults who are presumed not to know what is in their own best interest—necessitating paternalistic government intervention on their behalf.

III. Intellectual Schizophrenia on Both the Left & Right

What is particularly interesting about all this is the way these two issues expose a sort of intellectual schizophrenia at work on both the Left and Right of the political spectrum. Left-leaning policymakers and intellectuals typically decry censorship efforts (except where “commercial speech,” “hate speech” and “bias” are at issue), but are quick to rally around proposals to layer privacy regulations on the Internet. The opposite is often true of many on the Right of the political spectrum: They typically declare privacy regulations to be paternalistic and antithetical to free enterprise (or perhaps just erosive of efforts to legislate morality),[10] but in the next breath advocate controls on content they find objectionable.

Few on either side stop to consider the relationship between speech and privacy. In fact, they are but two sides of the same coin. After all, what is your “right to privacy” but a right to stop me from observing you and speaking about you?[11] “Protecting privacy,” therefore, typically means restricting speech rights in the process. Advocates of privacy regulation often insist that the use, processing and collection of information are “conduct” unprotected by the First Amendment, but in fact, the First Amendment broadly protects the gathering and distribution of information as part of the process of communication (“speech”).[12] Similarly, attempts to “clean up” speech or “protect The Children,” often require regulations that would betray the privacy of adults by expanding the role of government, and impose serious burdens on businesses and markets—such as age verification mandates [13] or extensive data retention requirements.[14]

IV. Common Tactics & Regulatory Mechanisms

The two movements also share common political tactics and regulatory approaches. Privacy advocates generally favor “opt-in” mandates as the federal “baseline standard” for any website collecting information about users, especially their browsing habits (regardless of whether the information is “personally identifiable”). In other words, the law would create a property right in such “personal information” (ironically, many advocates of this approach criticize or reject intellectual property.) In a similar vein, many advocates of speech controls push for mandatory parental control tools or restrictive default settings.[15] That is, if government won’t censor speech outright, regulatory advocates want lawmakers to at least (1) require that media, computing and communications devices be shipped to market with parental controls embedded or included (as proposed in Australia and with China’s “Green Dam” filter),[16] and possibly, (2) that such controls be defaulted to their most restrictive position—forcing users to opt-out of the controls later if they want to consume media rated above a certain threshold.

More sophisticated advocates of speech controls and privacy regulation will likely argue that their paternalism is less elitist or intrusive because they merely want to “nudge” the public into making “better” decisions. Economist Richard Thaler and legal scholar Cass Sunstein (director of President Obama’s Office of Information and Regulatory Affairs, responsible for analyzing most new federal regulations) popularized this approach with their 2008 book Nudge: Improving Decisions about Health, Wealth, and Happiness. Based on behavioral economics studies, they argue that both government and private actors must inevitably make decisions about “choice architecture” and that, by setting defaults, incentives and rules smartly, “choice architects” can and should improve decision-making without blocking, fencing-off or significantly burdening choices.[17]

In this regard, Sunstein and Thaler’s approach parallels the work of Lawrence Lessig, one of the most influential Internet policy thinkers. Lessig has argued that the “architecture” of “code” (how software is written) “regulates” all online activities and requires government oversight and intervention to keep in check. Otherwise, he warned ominously a decade ago, “Left to itself, cyberspace will become a perfect tool of control.”[18] Lessig’s hyper-pessimistic predictions have proven unwarranted, however. Far from fostering a world of “perfect control,” code and cyberspace have proven remarkably difficult to regulate, but nonetheless has generally benefited consumers and citizens without centralized direction.[19] Still, Lessig, Sunstein, and others of this ilk persist in their advocacy of “nudges” of many varieties to impose their will on cyberspace through mandates from above.

But while it might be possible to define “better decisions” and argue that poor choice architecture leads people to choose things they clearly don’t want in contexts like investment decisions and mortgages, how can elites know what other people really want in highly subjective contexts like privacy and speech? Should they rely on opinion polls—the highly subjective results of which depend heavily on “choice architecture” of question-crafting—to guess what the right default should be?[20] Was the Chinese proposal to mandate deployment of “Green Dam” just a harmless “nudge” because users weren’t barred from uninstalling the filtering software that must accompany their computers (i.e., “opting-out”)? The problem becomes even more difficult where trade-offs among competing values are inevitable. For example, data collection about Internet users raises privacy concerns for some but benefits all, creating more funding for “free” content (i.e., speech) and services users prefer by making more valuable the advertising that supports online publishers. In short, regulations of speech and privacy are likely to be pure paternalism, even when billed as “libertarian paternalism as Thaler and Sunstein label their approach.[21]

What might be called “regulatory blackmail” is also a time-honored tradition among both advocates of speech controls and privacy regulation. When censorship advocates have previously been impeded by the First Amendment, they have worked behind the scenes with lawmakers or regulatory agencies to use indirect pressure and strong-arming tactics to extract “voluntary concessions” from companies or others.[22] For example, in 2004, the FCC strong-armed radio giant Clear Channel into agreeing to a “voluntary” consent decree that involved taking Howard Stern off the air.[23] Similarly, in 2008, XM and Sirius Satellite Radio finally agreed to set aside 4% of their system capacity for use by politically favored racial minorities (a kind of speech control) as a “voluntary condition” of their merger—after the FCC had sat on their application for nearly 16 months.[24] This race-based preference would have been unconstitutional if the FCC had imposed it directly.[25] While the FTC has been far less prone to such abuse and actually plays a key role in holding companies to their promises, its current Chairman, Jon Leibowitz, has hung the “regulatory sword of Damocles” over the heads of the online advertising industry, threatening them with a “day of reckoning” if he doesn’t get what he wants from industry self-regulatory efforts.”[26] The sword could actually fall if the FTC turns self-regulation into the European model of “co-regulation,” where the government steers and industry simply rows.[27]

V. The Crisis Mentality that Drives Regulation

Speech and privacy regulatory advocates share another trait in common: an affinity for the use of a crisis mentality as a method of spurring political action. In his 1995 book The Vision of the Anointed: Self-Congratulation as a Basis for Social Policy, political philosopher and economist Thomas Sowell formulated a model that he argued drives ideological crusades to expand government power over our lives and economy. “The great ideological crusades of the twentieth-century intellectuals have ranged across the most disparate fields,” noted Sowell. But what they all had in common, he argued, was “their moral exaltation of the anointed above others, who are to have their different views nullified and superseded by the views of the anointed, imposed via the power of government.”[28] These government-expanding crusades shared several key elements, which Sowell identified as follows:

  1. Assertion of a great danger to the whole society, a danger to which the masses of people are oblivious.
  2. An urgent need for government action to avert impending catastrophe.
  3. A need for government to drastically curtail the dangerous behavior of the many, in response to the prescient conclusions of the few.
  4. A disdainful dismissal of arguments to the contrary as either uninformed, irresponsible, or motivated by unworthy purposes.

We see this model at work on a daily basis today with our government’s various efforts to reshape our economy, but the model is equally applicable to debates over speech controls and privacy regulation. In particular, the various “technopanics”[29] we have witnessed in recent years fit this model. For example, consider how this model plays out in the debate over online social networking:

  1. Assertion of a great danger to the whole society [online sexual predators], a danger to which the masses of people are oblivious.
  2. An urgent need for government action [such as mandatory online age verification [30] or the Deleting Online Predators Act [31]] to avert impending catastrophe.
  3. A need for government to drastically curtail the dangerous behavior of the many [must stop kids and adults from being online together on same sites], in response to the prescient conclusions of the few [some state Attorneys General].[32]
  4. A disdainful dismissal of arguments to the contrary as either uninformed, irresponsible, or motivated by unworthy purposes [child safety researchers and others are told that their research is meaningless or offbase].[33]

We also see this model in play in other debates, such as efforts to regulate “excessively violent” video games and television programming.[34] And consider how this model plays out on the privacy front:

  1. Assertion of a great danger to the whole society [amorphous privacy violations], a danger to which the masses of people are oblivious.
  2. An urgent need for government action [“baseline federal privacy regulation”] to avert impending catastrophe.
  3. A need for government to drastically curtail the dangerous behavior of the many [anyone who shares information online], in response to the prescient conclusions of the few [a handful of privacy advocacy groups].
  4. A disdainful dismissal of arguments to the contrary as either uninformed, irresponsible, or motivated by unworthy purposes [any suggestion that privacy concerns are being overblown and that most information-sharing is socially beneficial is dismissed out-of-hand].

Worse yet, regulatory intervention in these cases simply begets more and more intervention to correct the inevitable failures of, or dissatisfaction with, previous interventions.[35] Thus, the “crisis” cycle never ends.

VI. Third-Person Effect Hypothesis as an Explanation

Something more profound than simple political elitism seems to be at work here, however. A phenomenon psychologists refer to as the “third-person effect hypothesis” can explain many calls for government intervention, especially in the media world.[36] Simply stated, speech and privacy critics sometimes seem to only see and hear in media or communications what they want to see and hear—or what they don’t want to see or hear. When they encounter perspectives or preferences that are at odds with their own, they are more likely to be concerned about the impact of those things on others throughout society and come to believe that government must “do something” to correct those perspectives. Many people desire regulation because they think it will be good for others, not necessarily for themselves. The regulation they desire has a very specific purpose in mind: “re-tilting” speech or market behavior in their desired direction.

The third-person effect hypothesis was first formulated by W. Phillips Davison in a seminal 1983 article:

In its broadest formulation, this hypothesis predicts that people will tend to overestimate the influence that mass communications have on the attitudes and behavior of others. More specifically, individuals who are members of an audience that is exposed to a persuasive communication (whether or not this communication is intended to be persuasive) will expect the communication to have a greater effect on others than on themselves.[37]

Davison used this hypothesis to explain how media critics on both the Left and Right seemed to simultaneously find “bias” in the same content or reports when they couldn’t possibly both be correct. In reality, their own personal preferences were biasing their ability to fairly evaluate that content. Davison’s article prompted further research by many other psychologists, social scientists, and public opinion experts to test just how powerful this phenomenon was in explaining calls for censorship and other social phenomena.[38] In these studies, third-person effect has been shown to be the primary explanation for why many people fear—or even want to ban—various types of speech or expression, including news,[39] misogynistic rap lyrics,[40] television violence,[41] video games,[42] and pornography.[43] In each case, the subjects surveyed expressed strong misgivings about allowing others to see or hear too much of the speech or expression in question, but greatly discounted the impact of that speech on themselves. Such studies thus reveal the strong paternalistic instinct behind proposals to regulate speech. As Davison notes:

Insofar as faith and morals are concerned… it is difficult to find a censor who will admit to having been adversely affected by the information whose dissemination is to be prohibited. Even the censor’s friends are usually safe from the pollution. It is the general public that must be protected. Or else, it is youthful members of the general public, or those with impressionable minds.[44]

It’s easy to see how this same phenomenon is at work in debates about privacy. Regulatory advocates imagine their preferences are “correct” (right for everyone) and that the masses are being duped by external forces beyond their control or comprehension, even though the advocates themselves are somehow immune from the brain-washing and privy to some higher truth that the hoi polloi simply cannot fathom. Again, this is Sowell’s “Vision of the Anointed” at work.

Consider the flare-up in 2004 over the introduction of Gmail, Google’s free email service. At a time when Yahoo! mail (then as now the leading webmail provider) offered customers less than 10 megabytes of email storage, Gmail offered an astounding gigabyte of storage that would grow over time (now over 7 GB). Rather than charging some users for more storage or special features, Google paid for the service by showing advertisements next to each email “contextually” targeted to keywords in that email—a far more profitable form of advertising than “dumb banner” ads previously used by other webmail providers.[45] Self-appointed (or, to extend Sowell’s framework, “self-anointed”) privacy advocates howled that Google was going to “read users’ email,” and led a crusade to ban such algorithmic contextual targeting.[46] Thierer responded to these critics by pointing out that the service was purely voluntary and noted:

you don’t speak for me and a lot of other people in this world who will be more than happy to cut this deal with Google. So do us a favor and don’t ask the government to shut down a service just because you don’t like it. Privacy is a subjective condition and your value preferences are not representative of everyone else’s values in our diverse nation. Stop trying to coercively force your values and choices on others. We can decide these things on our own, thank you very much.[47]

Interestingly, however, the frenzy of hysterical indignation about Gmail was followed by a collective cyber-yawn: Users increasingly understood that algorithms, not humans, were doing the “reading” and that, if they didn’t like it, they didn’t have to use it. Today, nearly 150 million of people around the world use Gmail, and it has a steadily growing share of the webmail market. Even though cyber-consumers have embraced the service, some privacy advocates persist in their effort to shut down Gmail. They appear determined to stop at nothing to impose their will on others—the essence of political elitism—even if that means cutting off free email service for 150 million people![48]

A similar debate has played out more recently regarding targeted online advertising in general. Advertising on search engines is, much like Gmail, targeted “contextually” based on search terms entered by users and most advertising on other websites is based on the nature of content on a site or page. But certain data is collected about users as they browse to make that advertising more effective—by measuring its performance, reducing fraud, preventing over-exposure, etc. Some privacy advocates have insisted that industry self-regulation of such practices (even if enforced by the FTC) is inadequate and have called for preemptive regulation. They are even more offended by “behavioral advertising” which allows publishers whose content would have little value as the basis for contextually targeting advertising on their own sites to compete for more highly valued advertising by showing ads to users based on other sites they’ve visited. In both cases, data collection can increase the funding available to publishers to produce more of the content and services preferred by users, thus conferring an enormous indirect benefit on users, but also directly benefits users by increasing the relevance of the advertising they see.[49] For some of the more extreme advocates of privacy regulation, however, there are no trade-offs, only absolutist “solutions:” To them, privacy is so obviously desirable that they feel at ease in deciding what’s best for everyone else. Such absolutists often respond with righteous indignation and conspiratorial fulmination when challenged to identify the harm against which they’re protecting consumers, while disdainfully dismissing all talk of the benefits of online advertising as self-serving industry propaganda.[50]

VII. The Principled Alternative: Trust People & Empower Them

There is an alternative to this elitist mentality: freedom and personal responsibility. Individuals should be permitted to live a life of their own, even if they sometimes make mistakes or choices that are at odds with what elites think is best for them. [51]

Of course, the world isn’t perfect. In an ideal world, adults would be fully empowered to tailor speech and privacy decisions to their own values and preferences. Specifically, in an ideal world, adults (and parents) would have (1) the information necessary to make informed decisions and (2) the tools and methods necessary to act upon that information. Importantly, those tools and methods would give them the ability to not only block the things they don’t like—objectionable content, annoying ads or the collection of data about them—while also finding the things they want.

Achieving that ideal is likely impossible, but the good news is that we are moving closer to it with each passing day. Citizens have more tools and methods at their disposal than ever before which enable them to make decisions for themselves and their families. And this is true for both parental controls [52] and privacy controls.[53]

Of course, some speech and privacy elitists will argue that we can’t trust empowerment tools ( e.g., filters, rating systems, or other controls) that are created by companies or other affected parties. But rather than trying to enhance those tools and educate users about how to use them, these elitists skip right past user empowerment and channel their energies into regulations that would impose a top-down, one-size-fits all standard on all adults and families—or even into trying to craft the perfect “nudge” that will help users make what elites believe to be the “right” decisions. Of course, these tools can, and should, be improved. Those groups worried about speech/content and privacy issues should focus on how we might drive such protections from the bottom-up by empowering individuals instead of government bureaucrats. The goal in both cases should be a “let-a-thousand-flowers-bloom” approach, which offers diverse tools and strategies for our diverse citizenry.[54] We need not accept “one-size-fits” all approaches, whether they be regulatory mandates or “nudges,” based on the presumption that elites know best.

Finally, it is vital not to lose sight of what’s ultimately at stake here. If regulatory approaches trump the empowerment agenda we have described, the future of a free and open Internet—indeed, as technology converges, the future of all media—is at risk.[55] By imposing technological solutions from the top-down that can never keep pace with technological change, regulation necessarily forecloses freedom and innovation.[56] By contrast, individual empowerment allows innovation to flourish. The better approach across the board is education, not regulation.[57] Empowerment, not elitism, is the path forward. The digital elite should be leading this effort by developing and promoting technologies of empowerment, not crafting regulatory mandates to force their will upon us.[58]

#

Adam Thierer is a Senior Fellow with The Progress & Freedom Foundation and the director of its Center for Digital Media Freedom. Berin Szoka  is a Senior Fellow with PFF and the Director of PFF’s Center for Internet Freedom.

[1] . William A. Henry, In Defense of Elitism (1995) at 2-3.

[2] . See Adam Thierer, The Progress & Freedom Foundation, Congress, Content Regulation, and Child Protection: The Expanding Legislative Agenda, Progress Snapshot 4.4, Feb. 2008, www.pff.org/issues-pubs/ps/2008/ps4.4childprotection.html. Like American courts, we use the term “speech” as a broad catch-all for communications, including both actual speaking as well as other forms of transmitting, as well as receiving, information (“content”).

[3] . See generally Adam Thierer, Don’t Scapegoat Media, USA Today, Dec. 4, 2008, www.pff.org/issues-pubs/ps/2008/ps4.24scapegoatmedia.html; Marjorie Heins, Not in Front of the Children, “Indecency,” Censorship, and the Innocence of Youth (2001); Karen Sternheimer, It’s Not the Media: The Truth about Pop Culture’s Influence on Children (2003); Karen Sternheimer, Kids These Days: Facts and Fictions about Today’s Youth (2006).

[4] . See Adam Thierer, The Progress & Freedom Foundation, FCC Violence Report Concludes that Parenting Doesn’t Work, PFF Blog, Apr. 26, 2007, http://blog.pff.org/archives/2007/04/fcc_violence_re.html.

[5] . See Adam Thierer, The Progress & Freedom Foundation, Sen. Rockefeller Gives Up on Parenting at Senate Violence Hearing, PFF Blog, June 26, 2007, blog.pff.org/archives/2007/06/sen_rockefeller_1.html.

[6] . Adam Thierer, Conservatives, Porn, and “Community Standards,” The Technology Liberation Front, March 2, 2009, http://techliberation.com/2009/03/02/conservatives-porn-and-community-standards.

[7] . Berin Szoka & Adam Thierer, The Progress & Freedom Foundation, Online Advertising & User Privacy: Principles to Guide the Debate, Progress Snapshot 4.19, Sept. 2008, www.pff.org/issues-pubs/ps/2008/ps4.19onlinetargeting.html.

[8] . Jeff Chester, for decades the great gadfly of American advertising, has decried “the system … developed to track each and every one of us and our behavior for one-on-one marketing efforts” as “manipulative, intrusive and un-democratic.” Wendy Melillo, Q&A: Chester Writes the Book on Privacy, Dec. 11, 2007, www.gfem.org/node/227. For instance, Chester and other leading “privacy advocates” ridicule the idea of smart phones as a “liberating technology” and insist that,

Despite the glowing words about customization and personalized service, what marketers and advertisers are increasingly offering consumers is merely the illusion of free choice. Mobile operators offer their various options and services, not on an individual basis, but preconfigured according to segmented demographic profiles.

Center for Digital Democracy and U.S. Public Interest Research Group, Complaint and Request for Inquiry and Injunctive Relief Concerning Unfair and Deceptive Mobile Marketing Practices, Jan. 13, 2009 (emphasis original), www.democraticmedia.org/files/FTCmobile_complaint0109.pdf. See generally Berin Szoka & Adam Thierer, The Progress & Freedom Foundation, Targeted Online Advertising: What’s the Harm & Where Are We Heading?, Progress on Point 16.2, Feb. 2009, www.pff.org/issues-pubs/pops/2009/pop16.2targetonlinead.pdf.

[9] . Berin Szoka & Adam Thierer, The Progress & Freedom Foundation, COPPA 2.0: The New Battle over Privacy, Age Verification, Online Safety & Free Speech, Progress on Point 16.11, May 2009, www.pff.org/issues-pubs/pops/2009/pop16.11-COPPA-and-age-verification.pdf.

[10] . The Supreme Court has used a “right to privacy” to strike down laws against the use of contraception by married couples, Griswold v Connecticut, 381 U.S. 479 (1965), and abortion, Roe v. Wade, 410 U.S. 113 (1973).

[11] . Eugene Volokh, Freedom of Speech and Information Privacy: The Troubling Implications of a Right to Stop People From Speaking About You, 52 Stanford L. Rev. 1049 (2000), available at www.pff.org/issues-pubs/pops/pop7.15freedomofspeech.pdf.

[12] . See , Amicus Brief for Association Of National Advertisers, Cato Institute, Coalition For Healthcare Communication, Pacific Legal Foundation And The Progress & Freedom Foundation In Support Of Appellants, IMS Health v. Sorrell, No. 09-1913-cv(L), 09-2056-cv(CON) (2nd Cir. 2009), available at www.pff.org/issues-pubs/filings/2009/071309-Brief-Amici-Curiae-ANA-et-al-Second-Circuit-(09-1913-cv).pdf.

[13] . See Adam Thierer, The Progress & Freedom Foundation, Social Networking and Age Verification: Many Hard Questions; No Easy Solutions, Progress on Point No. 14.5, March 2007, www.pff.org/issues-pubs/ pops/pop14.8ageverificationtranscript.pdf; www.pff.org/issues-pubs/pops/pop14.5ageverification.pdfAdam Thierer, The Progress & Freedom Foundation, Statement Regarding the Internet Safety Technical Task Force’s Final Report to the Attorneys General, Jan. 14, 2008, www.pff.org/issues-pubs/other/090114ISTTFthiererclosingstatement.pdf; Nancy Willard, Why Age and Identity Verification Will Not Work—And is a Really Bad Idea, Jan. 26, 2009, www.csriu.org/PDFs/digitalidnot.pdf; Jeff Schmidt, Online Child Safety: A Security Professional’s Take, The Guardian, Spring 2007, www.jschmidt.org/AgeVerification/Gardian_JSchmidt.pdf.

[14] . Adam Thierer, The Progress & Freedom Foundation, Mandatory Data Retention: How Much is Appropriate, PFF Blog, June 26, 2006, http://blog.pff.org/archives/2006/06/mandatory_data.html

[15] . Adam Thierer, The Progress & Freedom Foundation, The Perils of Mandatory Parental Controls and Restrictive Defaults, Progress on Point 14.4, Apr. 11, 2008, www.pff.org/issues-pubs/pops/2008/pop15.4defaultdanger.pdf.

[16] . Adam Thierer, China’s Green Dam Filter and the Threat of Rising Global Censorship, PFF Blog, June 17, 2009, http://blog.pff.org/archives/2009/06/chinas_green_dam_filter_and_threat_of_rising_globa.html

[17] . They define choice architecture as follows: “A structure designed by a choice architect(s) to improve the quality of decisions made by homo sapiens. Often invisible, choice architecture is the specific user-friendly shape of an organization’s policy or physical building when homo sapiens come into contact with it. Examples of choice architecture include a voter ballot, a procedure for handling well-meaning people who forget a deadline, or a skyscraper.” Nudge Glossary of Terms, www.nudges.org/glossary.cfm.

[18] . Lawrence Lessig, Code and Other Laws of Cyberspace (1999) at 6.

[19] . See Adam Thierer, Code, Pessimism, and the Illusion of “Perfect Control,” Cato Unbound, May 2009, www.cato-unbound.org/2009/05/08/adam-thierer/code-pessimism-and-the-illusion-of-perfect-control

[20] . See Solveig Singleton & Jim Harper, With A Grain of Salt: What Consumer Privacy Surveys Don’t Tell Us, 2001, http://papers.ssrn.com/sol3/papers.cfm?abstract_id=299930.

[21] . As Cato Institute scholar Will Wilkinson has argued, the book’s “agreeably banal doctrine of choice-preserving helpfulness” blurs the lines between paternalism and libertarianism, and thus “the thrust of the conceptual renovation behind the term libertarian paternalism is to empower, not limit, political elites.” Why Opting Out Is No “Third Way,” Reason, October 2008, www.reason.com/news/show/128916.html. See also Adam Thierer, The Progress & Freedom Foundation, Sunstein’s “Libertarian Paternalism” is Really Just Paternalism, PFF Blog, April 7, 2008, http://blog.pff.org/archives/2008/04/sunsteins_liber.html.

[22] . See Robert Corn-Revere, “’Voluntary’ Self-Regulation and the Triumph of Euphemism,” in Rationales & Rationalizations: Regulating the Electronic Media (Robert Corn-Revere, ed., 1997), at 183-208.

[23] . Telecom Policy Report, Commission Settles Indecency Charges, But At What Cost?, June 30, 2004, http://findarticles.com/p/articles/mi_m0PJR/is_25_2/ai_n6091525.

[24] . See Adam Thierer, XM-Sirius, Regulatory Blackmail, and Diversity, June 17, 2008, http://blog.pff.org/archives/2008/06/xmsirius_regula.html.

[25] . See Comments of W. Kenneth Ferree on Implementation of Sirius-XM Merger Condition, The Progress & Freedom Foundation, MB Docket No. 07-57, March 30, 2009, www.pff.org/issues-pubs/filings/2009/033009siriusXMconditionfiling.pdf.

[26] . See Szoka & Adam Thierer, supra note 8 at 3.

[27] . See id. at 2.

[28] . Thomas Sowell, The Vision of the Anointed: Self-Congratulation as a Basis for Social Policy (1995) at 5.

[29] . Alice Marwick, To Catch a Predator? The MySpace Moral Panic, First Monday, Vol. 13, No. 6-2, June 2008, www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2152/1966; Wade Roush, The Moral Panic over Social Networking Sites, Technology Review, Aug. 7, 2006, www.technologyreview.com/communications/17266; Anne Collier, Why Techopanics are Bad, Net Family News, April 23, 2009, www.netfamilynews.org/2009/04/why-technopanics-are-bad.html; Adam Thierer, Parents, Kids & Policymakers in the Digital Age: Safeguarding Against ‘Techno-Panics,’ Inside ALEC, July 2009, at 16-17, www.alec.org/am/pdf/Inside_July09.pdf; Adam Thierer, Progress & Freedom Foundation, Technopanics and the Great Social Networking Scare, PFF Blog, June 10, 2008, http://techliberation.com/2008/07/10/technopanics-and-the-great-social-networking-scare.

[30] . Supra note 13.

[31] . In the 109th Congress, former Rep. Michael Fitzpatrick (R-PA) introduced the Deleting Online Predators Act (DOPA), which proposed a ban on social networking sites in public schools and libraries. DOPA passed the House of Representatives shortly thereafter by a lopsided 410-15 vote, but failed to pass the Senate. The measure was reintroduced just a few weeks into the 110th Congress by Senator Ted Stevens (R-AK), the ranking minority member and former chairman of the Senate Commerce Committee. It was section 2 of a bill that Sen. Stevens sponsored titled the “Protecting Children in the 21st Century Act” (S. 49), but was later removed from the bill. See Declan McCullagh, Chat Rooms Could Face Expulsion, CNet News.com, July 28, 2006, http://news.com.com/2100-1028_3-6099414.html?part=rss&tag=6099414&subj=news.

[32] . See Emily Steel & Julia Angwin, MySpace Receives More Pressure to Limit Children’s Access to Site, Wall Street Journal, June 23, 2006, online.wsj.com/public/article/SB115102268445288250-YRxkt0rTsyyf1QiQf2EPBYSf7iU_20070624.html; Susan Haigh, Conn. Bill Would Force MySpace Age Check, Yahoo News.com, March 7, 2007, www.msnbc.msn.com/id/17502005.

[33] . See, e.g., Letter of Henry McMaster, Attorney General, South Carolina to Attorney General Richard Blumenthal and Attorney General Roy Cooper Regarding Internet Safety Task Force (“ISTTF”) Report, January 14, 2009, www.scag.gov/newsroom/pdf/2009/internetsafetyreport.pdf

[34] . See Adam Thierer, The Progress & Freedom Foundation, Video Games and “Moral Panic,” PFF Blog, Jan. 23, 2009, http://blog.pff.org/archives/2009/01/video_games_and_moral_panic.html ; Adam Thierer, The Progress & Freedom Foundation, Fact and Fiction in the Debate over Video Game Regulation, Progress Snapshot 13.7, March 2006, www.pff.org/issues-pubs/pops/pop13.7videogames.pdf.

[35] . “All varieties of interference with the market phenomena not only fail to achieve the ends aimed at by their authors and supporters, but bring about a state of affairs which—from the point of view of their authors’ and advocates’ valuations—is less desirable than the previous state affairs which they were designed to alter. If one wants to correct their manifest unsuitableness and preposterousness by supplementing the first acts of intervention with more and more of such acts, one must go farther and farther until the market economy has been entirely destroyed and socialism has been substituted for it.” Ludwig von Mises, Human Action, at 858 (3rd ed. 1963) (1949).

[36] . See generally Adam Thierer, The Progress & Freedom Foundation, Media Myths: Making Sense of the Debate over Media Ownership (2005) at 119-123, www.pff.org/issues-pubs/books/050610mediamyths.pdf (Explaining how the third-person effect serves as a powerful explanation for the heated backlash that followed an FCC effort to moderately liberalize media ownership rules in 2003-04).

[37] . W. Phillips Davison, The Third-Person Effect in Communication, 47 Public Opinion Quarterly 1, Spring 1983, at 3.

[38] . For the best overview of third-person effect research, see Douglas M. McLeod, Benjamin H. Detenber, and William P. Eveland., Jr., Behind the Third-Person Effect: Differentiating Perceptual Processes for Self and Other, 51 Journal of Communication, Vol. 51, No. 4, 2001, at 678-695.

[39] . Vincent Price, David H. Tewksbury & Li-Ning Huang, Third-person Effects of News Coverage: Orientations Toward Media, Journalism & Mass Communications Quarterly, Vol. 74, at 525-540.

[40] . Douglas M. McLeod, William P. Eveland & Amy I. Nathanson, Support for Censorship of Violent and Misogynic Rap Lyrics: And Analysis of the Third-Person Effect, Communications Research, Vol. 24, 1997, at 153-174.

[41] . Hernando Rojas, Dhavan V. Shah, and Ronald J. Faber, For the Good of Others: Censorship and the Third-Person Effect, International Journal of Public Opinion Research, Vol. 8, 1996, at 163-186.

[42] . James D. Ivory, Addictive, But Not For Me: The Third-Person Effect and Electronic Game Players’ Views Toward the Medium’s Potential for Dependency and Addiction, University of North Carolina at Chapel Hill, School of Journalism and Mass Communication, Aug. 2002.

[43] . Albert C. Gunther, Overrating the X-rating: The Third-person Perception and Support for Censorship of Pornography, Journal of Communication, Vol. 45, No. 1, 1995, at 27-38

[44] . Supra note 37 at 14. Along these lines, a December 2004 Washington Post article documented the process by which the Parents Television Council, a vociferous censorship advocacy group, screens various television programming. One of the PTC screeners interviewed for the story talked about the societal dangers of various broadcast and cable programs she rates, but then also noted how much she personally enjoys HBO’s “The Sopranos” and “Sex and the City,” as well as ABC’s “Desperate Housewives.” Apparently, in her opinion, what’s good for the goose is not good for the gander! See Bob Thompson, Fighting Indecency, One Bleep at a Time, The Washington Post, Dec. 9, 2004, at C1, www.washingtonpost.com/wp-dyn/articles/A49907-2004Dec8.html.

[45] . See Chris Anderson, Free: The Future of a Radical Price at 112-118 (2009).

[46] . See Letter from Chris Jay Hoofnagle, Electronic Privacy Information Center, Beth Givens, Privacy Rights Clearinghouse, Pam Dixon, World Privacy Forum, to California Attorney General Lockyer, May 3, 2004, http://epic.org/privacy/gmail/agltr5.3.04.html.

[47] . See email from Adam Thierer to Declan McCullaugh on Politech Email discussion group, April 30, 2004, http://lists.jammed.com/politech/2004/04/0083.html (emphasis added).

[48] . See Complaint and Request for Injunction of the Electronic Privacy Information Center against Google, Inc., March 17, 2009, http://epic.org/privacy/cloudcomputing/google/ftc031709.pdf; see also Ryan Radia, Should the FTC Shut Down Gmail and Google Docs Because of an Already-Fixed Bug?, Technology Liberation Front Blog, March 18, 2009, http://techliberation.com/2009/03/18/should-the-ftc-shut-down-gmail-and-google-docs-because-of-an-already-fixed-bug/.

[49] . See Berin Szoka & Mark Adams, The Progress & Freedom Foundation, The Benefits of Online Advertising & the Costs of Regulation, PFF Working Paper, forthcoming.

[50] . Anti-advertising crusader Jeff Chester often resorts to questioning the motives of those who question whether his regulatory prescriptions would actually benefit consumers, see, e.g., http://techliberation.com/2009/06/17/behavioral-advertising-industry-practices-hearing-some-issues-that-need-to-be-discussed/#comment-11698840. See generally Jeff Chester, Digital Destiny: New Media and the Future of Democracy (2007).

[51] . “The only freedom which deserves the name is that of pursuing our own good in our own way, so long as we do not attempt to deprive others of theirs or impede their efforts to obtain it. Each is the proper guardian of his own health, whether bodily or mental and spiritual.” John Stuart Mill, On Liberty (Penguin Classics, 1859, 1986) at 72.

[52] . Adam Thierer, The Progress & Freedom Foundation, Parental Controls & Online Child Protection, Special Report, Version 4.0, Summer 2009, www.pff.org/parentalcontrols.

[53] . Adam Thierer, Berin Szoka & Adam Marcus, The Progress & Freedom Foundation, Privacy Solutions, PFF Blog, Ongoing Series, http://blog.pff.org/archives/ongoing_series/privacy_solutions.

[54] . Comments of Adam Thierer, The Progress & Freedom Foundation, In the Matter of Implementation of the Child Save Viewing Act; Examination of Parental Control Technologies for Video or Audio Programming; MB Docket No. 09-26, April 16, 2009, www.pff.org/issues-pubs/filings/2009/041509-%5bFCC-FILING%5d-Adam-Thierer-PFF-re-FCC-Child-Safe-Viewing-Act-NOI-(MB-09-26).pdf.

[55] . See Adam Thierer, FCC v. Fox and the Future of the First Amendment in the Information Age, Engage, Feb. 20, 2009, www.fed-soc.org/doclib/20090216_ThiererEngage101.pdf

[56] . “To act on the belief that we possess the knowledge and the power which enable us to shape the processes of society entirely to our liking, knowledge which in fact we do not possess, is likely to make us do much harm.” Friedrich von Hayek, “The Pretence of Knowledge,” in The Essence of Hayek, (Hoover Inst., 1984), at 276.

[57] . Adam Thierer, The Progress & Freedom Foundation, Two Sensible, Education-Based Legislative Approaches to Online Child safety, Progress Snapshot 3.10, Sept. 2007, www.pff.org/issues-pubs/ps/2007/ps3.10safetyeducationbills.pdf.

[58] . See, e.g., Berin Szoka, Google, CDT, Online Advertising & Preserving Persistent User Choice Across Ad Networks Through Plug-ins, Technology Liberation Front Blog, March 13, 2009, http://techliberation.com/2009/ 03/13/google-cdt-online-advertising-preserving-persistent-user-choice-across-ad-networks-through-plug-ins/.

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We Are Living in the Golden Age of Children’s Programming https://techliberation.com/2009/07/23/we-are-living-in-the-golden-age-of-children%e2%80%99s-programming/ https://techliberation.com/2009/07/23/we-are-living-in-the-golden-age-of-children%e2%80%99s-programming/#comments Thu, 23 Jul 2009 18:24:08 +0000 http://techliberation.com/?p=19598

kids_watching_tvThe Senate Commerce Committee held a hearing yesterday where a number of Senators as well as Julius Genachowski, the new Chairman of the Federal Communications Commission, did a lot of fretting about the state of the modern children’s television programming marketplace.  According to the Wall Street Journal, Senate Commerce Committee Chairman Jay Rockefeller (D-WV):

suggested that a “little red button” be required on TVs so that a child could push the button to find out how a show is rated. Democratic Sen. Mark Pryor of Arkansas agreed that a red button might help since parents often have difficulties figuring out which shows are appropriate for their children to watch.

Well, I have some good news for the Senators: There are already quite a few little buttons on every remote control made today, and at least one of those buttons can pull up an on-screen guide to get more program info! (Another of them can turn the TV off!) Moreover, the ratings for just about every program already appear at the beginning of each show, and sometimes in between. And you can find out plenty more online about every TV show under the sun if you care to look.  So, I’m not sure what that fuss is all about, and we certainly don’t need to mandate “little red buttons” on every TV set when program information can be found in so many other ways.

What is more troubling about all the hand-wringing taking place at the hearing, as well as the talk of reopening the Children’s Television Act of 1990 to potentially impose more content mandates on video programmers and distributors, is that: (1) there doesn’t seem to be much appreciation for just how much wonderful children’s programming is out there today compared to the past, and (2) there doesn’t seem to be much recognition of the serious First Amendment issues at stake when government gets involved in the messy business of regulating video programming.

On that first point, let me just reiterate what I have found after conducting an exhaustive survey of the market for children’s programming in my ongoing PFF special report, Parental Controls & Online Child Protection: A Survey of Tools & Methods.  I found that the overall market for family and children’s programming options continues to expand quite rapidly. Thirty years ago, families had a limited number of children’s television programming options at their disposal on broadcast TV.  Today, by contrast, there exists a broad and growing diversity of children’s television options from which families can choose. The list below highlights just some of the more popular family- or child-oriented networks available on cable, telco, and satellite television today. And this list continues to grow rapidly.

Importantly, this list does not include the growing universe of religious / spiritual television networks. Nor does it include the many family or educational programs that traditional TV broadcasters offer. Finally, the list does not include the massive market for interactive computer software or websites for children.  All of this begs the obvious question: What more is it that policymakers want?

More offerings are always welcome, of course.  But, on a personal note, as the parents of two young kids (ages 5 and 7), my wife and I regularly struggle to sort through all the wonderful video programming options at our disposal.  We often find ourselves swimming through an ocean of choices available from our local broadcasters and multichannel video provider. Moreover, our kids are spending an increasing amount of time watching snippets of video via kid-oriented online search portals like KidZui and Glubble. Such online walled gardens offer a safe place for parents to find terrific online content for their kids.

I have to admit, all the choices my kids have today have left me a bit jealous!  I grew up in small central Illinois town with a couple of crummy (Iowa-based!) broadcast stations that were barely visible on our TV (and usually only when my Dad made me hold the antenna and stick my arms up in the air to get reception!) There was also one local cinema in town that usually showed old movies from the ‘50s and ‘60s that few kids cared to see.  And that was generally the extent of video choices for kids in our town.  Sure, the 1970s brought us Sesame Street as well as Mister Rogers (if that was your cup of tea).  Today, however, we still have those shows and much, much more.  Our kids now enjoy an unprecedented cornucopia of media alternatives and, contrary to what some policymakers would have us believe, many of them are extremely high-quality in nature.  My parents would have likely given anything to just have even one network as incredibly enriching as Noggin at their disposal in the ‘60s and ‘70s.  Instead, on the occasions that the TV had to become a babysitter and nothing worthwhile was on the tube, I usually ended up watching trashy soap operas.  (Don’t even get me started on “Days of Our Lives.” I could write a short history of the show’s 1975-1982 seasons!)

Speaking of trashy shows, there was a lot of talk at yesterday’s hearing about the “need to protect our children from harmful content,” as Sen. Rockefeller began the hearing by arguing.  But as I have shown in my parental controls report, not only are there more and better quality options to steer your kids toward today, but it is easier than ever before to steer them right to those preferred options and lock down everything else in sight.  As I concluded in that report:

there has never been a time in our nation’s history when parents have had more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children. […] parents now have [many tools and techniques] at their disposal to better control media content and raise their children as they see fit. That is not to say that media and communications technologies don’t continue to play a major role in our society and culture. But… parents have been empowered with tools, controls, strategies, and information, that can help them devise and then enforce a media plan for their families that is in line with their own values.

So, again, it must be asked: What is the problem here?

Finally, it should be noted that any effort by Congress or the FCC to tinker with video programming marketplace will eventually run up against serious First Amendment concerns and eventual court challenges.  In a previous session of Congress, before he became Chairman of the Senate Commerce Committee, Sen. Rockefeller aggressively pushed for expanded content controls, not just for broadcast television, but for cable and satellite platforms as well.  In a 2005 PFF report on Sen. Rockefeller’s “Indecent and Gratuitous and Excessively Violent Programming Control Act of 2005,” First Amendment attorney Robert Corn-Revere of the law firm Davis Wright Tremaine argued that efforts to expand the horizons of FCC regulation to cover more content and platforms “would be almost certain to fail a constitutional challenge.”  Likewise, in a 2007 PFF white paper, constitutional law expert Laurence H. Tribe of the Harvard Law School, noted that the old “it’s-for-the-children” rationale for such content regulation is exactly backwards:

the malleability of children—how easy it is to mold their minds and to influence them—counts against and not in favor of centralized governmental controls. One of the arguments that you will often find is, yes, it’s all very well to believe in free speech between consenting adults but we’re talking about kids here and their minds are like plastic and they are being molded and shaped and, therefore, we have greater power to protect them. Therefore, you should keep your hands off them because they are so easy to shape. No, no, no. The argument is not that kids are malleable and therefore, Big Brother should be empowered. The argument is that kids are malleable and, therefore, families should be empowered. Parental authority should be at the center of decision making.

Indeed. And, as already noted, parents have more tools and strategies to exercise that authority than ever before, as well as more programming options to choose from. Policymakers should be celebrating these modern media marketplace developments, not bemoaning them.  We are blessed to be living in the Golden Age of children’s video programming.

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Video Game Photorealism within 10-15 Years https://techliberation.com/2009/05/31/video-game-photorealism-within-10-15-years/ https://techliberation.com/2009/05/31/video-game-photorealism-within-10-15-years/#comments Sun, 31 May 2009 20:13:22 +0000 http://techliberation.com/?p=18567

Says Epic Games founder and CEO Tim Sweeney. I wonder what the FTC will think about this prospect in the report Congress asked them to send this year about video games.  I think it’s safe to assume that the thought of life-like sex and violence will create a true technopanic.

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Video Games and “Moral Panic” https://techliberation.com/2009/01/23/video-games-and-moral-panic/ https://techliberation.com/2009/01/23/video-games-and-moral-panic/#comments Fri, 23 Jan 2009 18:50:06 +0000 http://techliberation.com/?p=15810

Many folks are discussing Christopher Ferguson’s latest paper on “The School Shooting / Violent Video Game Link: Causal Relationship or Moral Panic?” And with good reason. It’s an important look at how “moral panics” develop in modern society, in this case around video games. [Moral panics is a subject I have written on at length here many times before.  Alice Marwick’s brilliant article on “technopanics” is also worth reading in this regard].

As I’ve noted here before, Ferguson has penned many important articles raising questions about the claims made by some other psychologists (and politicians) that there is causal relationship between exposure to violent video games and youth aggression. Ferguson has shown there are reasons to be skeptical of such claims — both methodologically and practically-speaking. More on that down below.

In his latest piece, however, Ferguson, a professor at Texas A&M’s Department of Behavioral, Applied Sciences and Criminal Justice, is more fully developing moral panic theory, which he describes as follows: “A moral panic occurs when a segment of society believes that the behavior or moral choices of others within that society poses a significant risk to the society as a whole.”  To illustrate the various forces at work that drive moral panics, Ferguson uses this “Moral Panic Wheel”:

Moral Panic Wheel [Ferguson] This image makes it clear that there is no one group or factor responsible for moral panics. Rather, it is the combination of many forces and influences that ultimately bring such panic about. Activist groups and agenda-driven researchers obviously play a part. Ferguson notes that:

As for social scientists, it has been observed that a small group of researchers have been most vocal in promoting the anti-game message (Kutner & Olson, 2008), oftentimes ignoring research from other researchers, or failing to disclose problems with their own research. As some researchers have staked their professional reputation on anti-game activism, it may be difficult for these researchers to maintain scientific objectivity regarding the subject of their study. Similarly, it may be argued that granting agencies are more likely to provide grant money when a potential problem is identified, rather than for studying a topic with the possibility that the outcome may reveal that there is nothing to worry about…

Ferguson points out that the media and politicians also play a key role in whipping up a frenzy:

The media dutifully reports on the most negative results, as these results ‘sell’ to an already anxious public. Politicians seize upon the panic, eager to be seen as doing something particular as it gives them an opportunity to appear to be ‘concerned for children’. Media violence, in particular, is an odd social issue with the ability to appeal both to voters on the far right, who typically are concerned for religious reasons, and on the far left, who are typically motivated by pacifism…

Importantly, Ferguson also notes that the generation gap fuels the fires of moral panics: “[T]he majority of individuals critical of video games are above the age of 35 (many are elderly) and oftentimes admit to not having directly experienced the games. Some commentators make claims betraying their unfamiliarity,” he says.

Now, let’s get back to Ferguson’s more general skepticism of what other psychologists or social scientists have said about violent video games causing real world violence. [I highly recommend this layman-friendly essay that Ferguson wrote as an introduction to his thinking on the topic]. In his latest piece, he summarizes what is wrong — both from a methodological and real-world perspective — with that research. Here’s some of what he has to say:

  • “Seldom are actual physical acts of aggression examined” in that research
  • “there are considerable difficulties in generalizing the results from laboratory tests of aggression to real world serious acts of aggression”
  • “the generalisability of these results to real world acts of serious violence is dubious”
  • “most correlational studies 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.”
  • “[there are] significant problems in the violent games literature related to the use of unstandardized, unreliable aggression measures, as well as publication bias.”
  • “the empirical link between violent gameplay and serious acts of aggression or violent behavior appears to be slim at best.”
  • “In at least one recent court case, it was pointed out that even some social scientists have cherry-picked data that support the panic view, ignoring unsupportive research.”

Next, Ferguson does something I have been trying to do in all the papers and essays I have penned on this subject in recent years: Introduce real-world data! After all, if there is anything to the ‘monkey see-monkey do’ theory of media effects, then the lab research should be showing up somehow in the data we have about actual societal trends. Of course, when you do look at real-world data you find the exact opposite story, as Ferguson illustrates:

as violent video games have become more prevalent, violent crimes have decreased dramatically. This is true both for police arrest data, as well as crime victimization data. Similar statistics for reduced crime have been found in Canada, Australia, the European Union, and the United Kingdom using both arrest and victimization data. This is certainly not to say that violent video games are necessarily responsible for this decline, even partially. However, this certainly cuts away the basis of any belief that violent games are promoting societal violence. The correlation (an astonishing r = -0.95) is simply in the wrong direction. This would be akin to lung cancer decreasing radically after smoking cigarettes was introduced into a population, which is simply not the case.
games and violence

(Sources: C.F. Ferguson, ESA, Childsats.org)

I highly recommend Prof. Ferguson’s latest paper and hope that it can contribute to the shaping of a new dialogue about youth and media. We do need to be good stewards of our children and be mindful of watch they watch, listen to, download, and play. [I’ve written an entire book about how to do so.]  But we first need to bring this moral panic over games to an end so we can get on with a serious, level-headed conversation about how to better mentor our kids in an age of media abundance.  The current hysteria is not helpful.

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Kids, Video Games, Fantasy, & Imagination https://techliberation.com/2008/12/22/kids-video-games-fantasy-imagination/ https://techliberation.com/2008/12/22/kids-video-games-fantasy-imagination/#comments Mon, 22 Dec 2008 18:12:12 +0000 http://techliberation.com/?p=15089

My Kid is the Man of Steel!

My Kid is the Man of Steel! ... in his mind.

Regular readers will recall my great interest in video games and the public policy debates surrounding efforts to regulate “violent” games in particular. One thing I bring up in almost every essay I write on this subject is how fears about kids and video games are almost always overblown and that kids can typically separate fantasy from reality. Nonetheless, kids have active imaginations and adults sometimes fear that which they cannot understand or appreciate.  Friendly mentoring and open-minding parenting can go a long way to encouraging kids to make smart choices and understand where to draw lines, whereas efforts to demonize video games and youth culture almost always backfire.

Anyway, what got me thinking about all this again was an entertaining column in today’s Washington Post by Ron Stanley (“Who Needs a TV to Play Video Games“), which describes the author’s experiences with his nephew when they played out video game-like scenarios using traditional toys and household items. It’s a wonderful piece worth reading in its entirety, but here’s the key takeaway that I’d like to discuss:

There was no evidence that television and video games had stifled the kids’ creativity. Nor was there any evidence that technology had made them smarter than earlier generations. They simply had a different frame of reference, one that included video games and computers as well as ponies, pet stores and sword fights. Children play with the tools at hand, and they’re great at thinking metaphorically — at imagining that a landspeeder is a sentient robot or that a stick is a gun or that salt-and-pepper shakers are a bride and groom or that a card table is a horse’s stable. They’re also geniuses at figuring out simple mechanics. My 6-year-old nephew had to explain to me that miniature low-rider cars don’t roll very well on carpet and will flip over more than if racing on hardwood floors. Novice that I was, I was choosing cars that looked the coolest. And they are geniuses at intuiting rules and systems, and at re-creating these rules and systems in their own play. Children who play lots of card games will invent their own card games. Children who play lots of board games will invent their own board games. And children who play lots of video games will invent their own video-game-like games when they don’t have access to the game controllers.

What Stanley was discovering with his nephew is that (1) kids have rich imaginations and love play-acting and just being creative, and (2) video games have become part of the new narrative of adolescent play-acting and creativity. Kids adapt and learn to cope with new cultural and technological realities; often much quicker than their parents. More importantly, much of their play-acting, including that in which they play out “violent” scenarios, is an entirely natural part of childhood.

Killing MonstersHenry Jenkins has done some brilliant work on this front, and the new book Grand Theft Childhood by Kutner and Olson is also essential reading in this regard [my lengthy review is here]. But the best thing every written on this subject is Killing Monsters: Why Children Need Fantasy, Super-Heroes, and Make-Believe Violence, by Gerald Jones. It is a masterpiece, and I wish every parent and policymaker in America could read it before they propose the regulation of video games. As Jones correctly notes, “Video games are most threatening to adults who have seen images of them but never tried to play them.” He continues:

One of the functions of stories and games is to help children rehearse for what they’ll be in later life. Anthropologists and psychologists who study play, however, have shown that there are many other functions as well–one of which is to enable children to pretend to be just what they know they’ll never be. Exploring, in a safe and controlled context, what is impossible or too dangerous or forbidden to them is a crucial tool in accepting the limits of reality. Playing with rage is a valuable way to reduce its power. Being evil and destructive in imagination is a vital compensation for the wildness we all have to surrender on our way to being good people.

And “playing with rage” is exactly what we old farts were doing as kids too when we played (politically incorrect) games like “Cowboys and Indians” or countless other games that involved toy guns, cap guns, slingshots, bows-and-arrows, and the like. Of course, my generation gradually traded in our BB guns and slingshots for digital equivalents as video games came on the scene. And that was probably a good thing since, as Ralphie’s mom always warned us, “You’ll shoot your eye out” with those things!)

http://www.youtube.com/v/ppOXpyhM2wA&hl=en&fs=1

Bottom line: Cultures and the nature of childhood play-acting fantasies may change, but what will never change is the fact that kids need their fantasies. This is why I get down on my knees every night with my two kids and “play monster” with them. I stuff pillows in my shirt and let them bop me good as my dog and I chase them around and try to put them in “the dungeon” (which is usually a laundry basket or cardboard box). The X-Mas season is always great because we have a ton of those left-over cardboard tubes from wrapping paper, which still make the best toy swords. The game typically ends after Dad gets tired of getting bopped and plays “dead” so that the kids can declare victory and return to their castle and go to bed. But lately we’ve been playing video games together that play out in similar ways. (Lego Star Wars and Little Big Planet are big hits in our house currently.)

In the end, it’s just a different sort of fantasy. And they need all of them to become well-functioning adults. As Judge Richard Posner argued in his tour-de-force opinion in the 2000 case of American Amusement Machine Association v. Kendrick:

“Self-defense, protection of others, dread of the ‘undead,’ fighting against overwhelming odds—these are all age-old themes of literature, and ones particularly appealing to the young.” … “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.” … “People are unlikely to become well-functioning, independent-minded adults and responsible citizens if they are raised in an intellectual bubble.”

Exactly. Why can’t others see this?

Incidentally, I should mention that I just bought my son his first set of boxing gloves and a punching bag for a Christmas present. I’m going to let him beat up the bag a little to give my belly and head a rest!

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Video Games, Violence, & Social “Science”: Another Day, Another Fight https://techliberation.com/2008/11/03/video-games-violence-social-science-another-day-another-fight/ https://techliberation.com/2008/11/03/video-games-violence-social-science-another-day-another-fight/#comments Mon, 03 Nov 2008 23:05:57 +0000 http://techliberation.com/?p=13808

A new study (which is actually based on an old study) by Dr. Craig Anderson of Iowa State University and two other researchers is making news today because it suggests a link between violent video games and real-world aggression. I have written extensively about such studies here in the past, and have included a list of relevant links down below. But let me just use the opportunity to restate the fundamental problem with the way the press reports these things.

  1. First, the press typically accepts the assertion made by authors of studies like these that the social “science” is unanimous in support of such a link between exposure to violent video games and real-world aggression. there is another side the story, but the press usually doesn’t report on it.
  2. Second, reporters almost always fail to ask about how the researchers define “violent” games and the resulting “aggression” found in these studies.
  3. Third, reporters almost never ask about how strong the correlation is or, more importantly, what other variables might have had an influence on the the subjects who were studied. (For example, did they factor in real violence in the home or at school?)
  4. Finally, the reporters almost never query the researchers about the biases they bring to the task of studying this issue (namely, do these researchers have strong feelings about the content in the games they review such that they think they should be regulated in some fashion?).

Luckily, other social researchers are willing to point out these deficiencies. (See, for example, my reviews of the recent books by Drs. Kutner & Olson as well as Dr. Kourosh Dini.)  With reference to the new study reported in the press today, Texas A&M researcher Dr. Christopher Ferguson has challenged the study on many of the grounds I listed above. Specifically, in a letter to the journal (Pediatrics) in which the Anderson study appeared, Dr. Ferguson argues:

In the literature review the authors suggest that research on video game violence is consistent when this is hardly the case. The authors here simply ignore a wide body of research which conflicts with their views. A bibliography of research studies finding either null results for video game violence or results that suggest that violent game play reduces aggression is appended to this review. The authors fail to control for relevant “third” variables that could easily explain the weak correlations that they find. Family violence exposure for instance, peer group influences, certainly genetic influences on aggressive behavior are just a few relevant variables that ought either be controlled or at minimum acknowledged as alternate causal agents for (very small) link between video games and aggression. Overall results are very weak with effect sizes ranging from (.07 to .15). Video game exposure overlapped in this study approximately half a percent to 2% with the variance in aggression, which is as close to zero as one can get without being zero. If anything it is remarkable how little effect that violent games had on trait aggression, considering that other relevant variables were not controlled. Likely if other variables had been better controlled, such small effects may have vanished. Lastly the authors link their results to youth violence in ways that are misleading and irresponsible. The authors do not measure youth violence in their study. The Buss Aggression measure is not a violence measure, nor does it even measure pathological aggression. Rather this measure asks for hypothetical responses to potential aggressive situations, not actual aggressive behaviors. […] the authors appear to generalize their results to youth violence, but offer no compelling reason why this should be, particularly in light of the weak results they achieve. The authors also fail to note that during the period in which violent video games became increasingly popular, youth violence has plummeted approximately 66% to levels not seen since the 1960s (childstats.gov, 2008; FBI, 1951- 2007). Although I suspect the authors would simply try to argue that this does not matter, such arguments are disingenuous, particularly as they raise the issue of youth violence themselves. In short, given the weak effect sizes, the lack of control of relevant variables, and the failure of the authors to acknowledge data and research which contradicts their hypothesis, I am left with little confidence that the results of the current study provides much meaningful information on the impact of violent games.

It’s that fourth point he mentions above about defining “youth violence” or “aggression” that I think is most important. When you read through many of these studies that claim to find a link between violent games and real-world aggression, the definitions of “aggression” or “harm” are often a scandalous stretch of the imagination.  (One study I read two years ago referred gossip among peers and siblings as a form of aggression!)  More importantly, as Ferguson rightly notes, at some point the research needs to be compared against real-world data if we are going to take this “monkey see, monkey do” theory of media effects seriously. Of course, when you do look at real-world data, you find the exact opposite story: Juvenile crime rates have plummeted even as exposure to video games has exploded. I have documented this in my big paper on “Fact and Fiction in the Debate Over Video Game Regulation” as well as some of the essays I list down below.

Bottom line: There is another side to the story and the press needs to dig a little deeper to find it. At a minimum, they need to stop blindly accepting every assertion and assumption made by the authors of these studies and instead start asking some tough questions about the details. Most simply, they should (1) start by asking whether how the researchers account for other variables that influence human behavior and then (2) make them account for why their theories do no match up to real-world data.

Anyway, you can find Dr. Ferguson’s own work on the matter here and in his letter to Pediatrics he references some other literature on the subject you should be reading for the other side of the story. Also, here are my relevant blog entries on the subject from past years:

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review: Kutner & Olson’s “Grand Theft Childhood” https://techliberation.com/2008/04/14/review-kutner-olsons-grand-theft-childhood/ https://techliberation.com/2008/04/14/review-kutner-olsons-grand-theft-childhood/#comments Mon, 14 Apr 2008 18:19:23 +0000 http://techliberation.com/?p=10653

Grand Theft Childhood cover Don’t judge a book by its cover (or its title, for that matter). I’m usually faithful to that maxim, but I must admit that when I first saw the title and cover of “<a href="http://www.amazon.com/Grand-Theft-Childhood-Surprising-Violent/dp/0743299515/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1208179493&sr=8-1″>Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do,” I rolled my eyes and thought to myself, “here we go again.” I figured that I was in for another tedious anti-gaming screed full of myths and hysteria about games and gamers. Boy, was I wrong. Massively wrong.

Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, have written the most thoroughly balanced and refreshingly open-minded book about video games ever penned. They cut through the stereotypes and fear-mongering that have thus far pervaded the debate over the impact of video games and offer parents and policymakers common-sense advice about how to approach these issues in a more level-headed fashion. They argue that:

Today, an amalgam of politicians, health professionals, religious leaders and children’s advocates are voicing concerns about video games that are identical to the concerns raised one, two and three generations ago with the introduction of other new media. Most of these people have the best of intentions. They really want to protect children from evil influences. As in the past, a few have different agendas and are using the issue manipulatively. Unfortunately, many of their claims are based on scanty evidence, inaccurate assumptions, and pseudoscience. Much of the current research on violent video games is both simplistic and agenda driven. (p. 55)

They note that these groups, “probably worry too much about the wrong things and too little about more subtle issues and complex effects that are much more likely to affect our children.” They continue:

It’s clear that the “big fears” bandied about in the press—that violent video games make children significantly more violent in the real world; that children engage in the illegal, immoral, sexist and violent acts they see in some of these games—are not supported by the current research, at least in such a simplistic form. That should make sense to anyone who thinks about it. After all, millions of children and adults play these games, yet the world has not been reduced to chaos and anarchy. (p. 18)

Exactly. [It’s a point I have been making for many years in essays like “Why Hasn’t Violent Media Turned Us Into a Nation of Killers?” as well as my PFF study on “Fact and Fiction in the Debate Over Video Game Regulation” and my book on “Parental Controls and Online Child Protection.”] They go on to note that many game critics:

…may be asking the wrong questions and making the wrong assumptions. For example, instead of looking for a simple, direct relationship between video game violence and violent behavior in all children, we should be asking how we might identify those children who are at greatest risk for being influenced by these games. (p. 18)

They point out that some kids who play some games obsessively may indeed be to susceptible to certain negative influences, just as they might from reading certain books or listening to certain speakers. But it would be wrong to generalize this problem and say that all kids are, therefore, equally susceptible to the same influences. They argue that most kids play games—including violent games—for perfectly rational, healthy reasons: to engage escapism or role-playing, for example. Other times, violent themes can be used to convey messages or morals. I love this passage from their chapter on “Why Kids Play Violent Games”:

The threads of violence are woven throughout the fabric of children’s play and literature from a very early age. We sing them to sleep with lullabies that describe boughs breaking, cradles falling and babies plummeting helplessly to earth. We entertain them with fairy tales in which a talking wolf devours a girl’s grandmother and an old woman tries to roast children alive in her oven. Even religious instruction is replete with stories about plagues, pestilence, jealousy, betrayal, torture and death. While the stories and songs may be different, the underlying themes are generally the same in cultures throughout the world. Ogres, monsters, sexual infidelities, beheadings, thievery, abandonment, cannibalism, drownings–such was the stuff of children’s literature long before video games. (p. 118-19)

They conclude, therefore, that “children are drawn to violent themes because listening to and playing with those frightening images helps them safely master the experience of being frightened. This is an important skill, perhaps even a life-saving one.” They also argue that “Video games give free rein to fantasies of power, glory and freedom. That’s quite different from the mundane lives of most children.” (p. 121) In this sense, Kutner and Olson’s argument is very much consistent with the work of Gerald Jones, who wrote the brilliant book Killing Monsters: Why Children Need Fantasy, Super-Heroes, and Make-Believe Violence. In that book, Jones argued that:

One of the functions of stories and games is to help children rehearse for what they’ll be in later life. Anthropologists and psychologists who study play, however, have shown that there are many other functions as well—one of which is to enable children to pretend to be just what they know they’ll never be. Exploring, in a safe and controlled context, what is impossible or too dangerous or forbidden to them is a crucial tool in accepting the limits of reality. Playing with rage is a valuable way to reduce its power. Being evil and destructive in imagination is a vital compensation for the wildness we all have to surrender on our way to being good people.

To some of us, that seems completely sensible and consistent with what we know about child development from our historical experiences. How is it, then, that so many people—including many other psychologists—could think otherwise and make sweeping, outlandish claims about the negative impact of video games on children? Kutner and Olson provide detailed answers in their brilliant chapter on “Science, Nonsense and Common Sense.” I wish I could reprint the whole thing here and make every politician and gaming critic read every word of it because it provides the definitive deconstruction of much of the modern “science” surrounding the impact of violent media on kids and society. They begin by noting that:

Scientific research is like solving a jigsaw puzzle in which you don’t know if you have all the pieces; the pieces that you have can fit together in many different ways and you’re not sure what the finished picture will look like. (p. 57)

And that is more true than ever when the subject of the scientific inquiry is the human brain and the impact of visual media upon it. There are countless other inter-personal and environmental influences that impact the psychological development of a human being, especially a child. How is it that we have allowed some to weave such simplistic causation theories together and blame media for the woes of the world?

Part of the answer lies in the belief that experimental studies conducted in artificial laboratory environments (using noise blasts or small electric shock tests, for example) have produced conclusive proof of a clear causal connection between exposure to violent media and real-world acts of violence or aggression. But Kutner and Olson point out some of the problems with this theory:

[T]he researchers fail to differentiate between aggression and violence. Their logic assumes that the subjects in these experiments—usually college students who participate to earn some spending money or to get credit for a class—cannot tell the fantasy from reality and don’t know that “punishing” a person with a mild electric shock or a 9mm pistol with lead to different outcomes. Can someone who delivers a brief blast of noise really be said to have the same malicious intent as someone who shoots a convenience store clerk or stabs someone in a bar fight. (p. 65)

They also note that lab experiments are rarely compared to real-world data regarding violence or aggression:

For whatever reason, the various experts who cited the 1990s increase in crime as evidence of harm from media violence are not rushing to take back those statements in the face of reduced crime or the more direct explanations for the temporary rise. Nor are they addressing the dramatic growth in the popularity of video games, including violent video games, during the years when crime rates were plummeting. (p. 61)

The also point out that:

Violent video game play is extremely common, and violent crime is extremely rare. This makes it tough to document whether and how violent video and computer games contribute to serious violence… Criminals are also much more likely to have past exposure to other factors, such as poverty, alcoholism, family violence or parental neglect, that are know contributors to violent behavior. (p. 66)

And there are other problems regarding who is studied in these experiments and how they are studied. Most obviously, when you are dealing with the study of children, it is difficult to get parental permission to involve them in the study. This leads to questions about the sample group, how they were chosen and what we know about them and their pasts. Also, because children are the subjects of study, their developmental limitations also create unique difficulties. Kutner and Olson note that:

[Kids] don’t read and write as well as adults do. They get bored and make things up. They have trouble remembering or estimating potentially important things, such as how many hours they play video games during a typical week. At what age can kids be expected to fill out questionnaires or give accurate responses? Can older kids accurately recall what they not only last week, but what they did a few years earlier? (p. 67-8)

Moreover, can we trust that they are always telling the truth, or are they tailoring their responses and actions to what they believe the researchers want them to say or do? Having been a subject in several experiments during some college psychology classes back in the mid-80s, I remember how some of my colleagues and I would often leave the laboratory and joke about how we essentially told the researchers what they wanted to hear just to get our $20 bucks and get out of there quicker. In most cases, we caught on to the hypothesis they were trying to test pretty quickly, and that influenced the decisions we made or the answers we provided. This works the same way with kids. If you sit them in a room and show them a video of a guy punching a Bobo clown doll in head and then put those kids in a room full of a bunch of Bobo dolls, sure enough, a lot of them will pop the Bobo dolls in the nose. No duh, right! That’s pretty much all those Bobo dolls were made for; getting popped in the nose! Shockingly, however, early studies of media violence used this method and jumped to sweeping “monkey see–monkey do” conclusions about the impact of television and movies on the aggressive behavior of children in society. How could educated people believe such drivel?

In other words, there are complicated and controversial issues surrounding laboratory experiments in terms of WHO and WHAT is being studied and HOW it will be studied or measured. That leads to some of the problems mentioned above, especially when noise blasts or the punching of Bobo dolls in a lab environment are extrapolated to account for complicated real-world effects that could have multiple influences / causes.

Finally, what about the video game industry’s responsibility to parents? And what about the gaming industry’s private rating and labeling body, the Entertainment Software Rating Board (ESRB). Kutner and Olson discuss many of the same industry-provided parental control tools that I have summarized in my book on the issue. And they have some suggestions for how the ESRB’s rating process might be tweaked and potentially improved, but they also rightly note that:

No [rating] system will ever be able to scrutinize and label all potentially offensive or upsetting content. The more complicated a system becomes, the less likely busy parents are to understand it and to actually use it. Given the constraints, we thing the ESRB has done a good job. (p. 186)

That’s in line with my own conclusions, as I noted in this essay on “Video Games, Ratings & Transparency“:

What critics consistently forget—or perhaps intentionally ignore—is that media rating and content-labeling efforts are not an exact science; they are fundamentally subjective exercises. Ratings are based on value judgments made by humans who all have somewhat different values. Those doing the rating are being asked to evaluate artistic expression and assign labels to it that provide the rest of us with some rough proxies about what is in that particular piece of art, or what age group should (or should not) be consuming it. In a sense, therefore, all rating systems will be inherently “flawed” since humans have different perspectives and values that they will use to label or classify content. Much ink is spilled over how rating systems can be improved. Everyone seems to have their own ideas about what “the best” system would look like. But, at the end of the day, someone has to (1) create a standard and (2) enforce it as broadly as possible so that (3) the public accepts and uses it. The ESRB has done that quite effectively in my opinion. In fact, in many ways, although it is the newest of all industry content rating and labeling schemes, the video game industry’s system is in many ways the most sophisticated, descriptive, and effective ratings system ever devised by any major media sector in America. Is it perfect? Of course not. Improvements can always be made, but we should not lose sight of the fact that the ESRB system (1) is highly descriptive, (2) rates virtually all game content sold today, and (3) is widely understood and used by game consumers and parents today. We should not underestimate that accomplishment.

Kutner and Olson also provide a litany of other useful tips and strategies for parents who are worried about their children’s exposure to certain games, or just how much time they spend playing games. But they conclude with the following sage advice:

For most kids and most parents, the bottom-line results of our research can be summed up in a single word: relax. While concerns about the effects of violent video games are understandable, they’re basically no different from the unfounded concerns previous generations had about the new media of their day. Remember, we’re a remarkably resilient species. (p. 229)

Indeed.

I highly recommend Kutner and Olson’s Grand Theft Childhood. It is must-reading for anyone who is serious about studying the debate over video games, child development and the public policy surrounding them. It is the most sensible thing ever penned on the subject.

[Note: The authors have also developed this user-friendly website to accompany the book. It does a nice job of summarizing many of the myths they address and debunk in the book, but make sure to buy the book, too.]

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presentation at PSU’s conference on future of video games https://techliberation.com/2008/04/04/presentation-at-psus-conference-on-future-of-video-games/ https://techliberation.com/2008/04/04/presentation-at-psus-conference-on-future-of-video-games/#respond Fri, 04 Apr 2008 15:29:06 +0000 http://techliberation.com/2008/04/04/presentation-at-psus-conference-on-future-of-video-games/

Today and tomorrow I am attending a terrific conference at Penn State University called, “Playing to Win: The Business and Social Frontiers of Videogames.” It features panel discussions about various legal and business issues facing the video game industry, as well as discussions about how video games are used to aid teaching and learning. There are also panels on multiplayer online worlds and virtual reality environments and the issues surrounding both. [They will apparently be posting videos from the conference on their site shortly.] vgslide1 The folks at PSU were kind enough to invite me to deliver the luncheon keynote on Day 1 and I decided to provide a broad overview of the policy issues facing video games that I have covered in some of my past work. My presentation was entitled, “Video Games, Ratings, Parental Controls, & Public Policy: Where Do We Stand?” and the entire 36-slide presentation is now available online here. Down below, I thought I would just outline a couple of the key themes I touched upon in my presentation.

ESRB: Strengths & Challenges

One of the things I did in my presentation was to provide a brief sketch of how the Entertainment Software Rating Board (ESRB), the game industry’s voluntary rating and labeling system, works. After doing so–again, you can download the entire presentation if you want those details–I outlined the strengths of the ESRB system, which I listed as follows:

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Then I discussed some of the challenges facing the ESRB system…

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General Thoughts on Ratings vs. Government Regulation

Later in the presentation, after walking through how various parental control tools worked, I talked about my general feelings regarding critiques of private rating systems and the ESRB in particular:

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Future Issues & Controversies

I concluded by throwing out a few predictions about future issues and controversies that I think we will be debating in coming months and years.

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I suppose I should provide some more details regarding this last slide since it will be of the most interest to many readers. Here’s some more explanation regarding each of my 7 predictions:

(1) Renewed push for universal media ratings: This issue has always been hanging out there and I think we will continue to hear calls–from both policy makers and media critics–for some sort of universal rating system for all media. God only knows how that would work. The last Star Wars movie (“Revenge of the Sith”) yielded several distinct media products: a major theatrical motion picture, a video game, a book, a comic book, and even a musical soundtrack. Should they all be rated the same way using the same system? I think that would be difficult to pull off. More worrisome is the fact that any move toward a universal rating scheme would undermine much of the education and awareness-building efforts that have helped familiarize consumers (especially parents) with the ESRB and other existing private rating and labeling systems. Finally, because it is unlikely we will ever see a voluntary movement by all major media producers to abandon their existing rating schemes and adopt a universal system, such a move would likely only come about because of action by government officials. Of course, that raises a host of First Amendment issues. For that reason, we might instead see a push for…

(2) Oversight of ESRB by Congress or non-profit / academic groups: Some critics say that the ESRB needs more “objective” oversight by either a regulatory agency or some of the third-party group, like an academic institution. As I point out in some of those slides above, ratings will ALWAYS have a subjective element to them since raters all bring different values and insights to the task of judging artistic expression. So making the rating process more bureaucratic isn’t going to make matters any better. Instead, it will just politicize the system and slow it down. [See my lengthy essay on this issue from a few weeks ago.]

(3) More FTC oversight of retailer enforcement: The Federal Trade Commission already conducts secret shopper surveys and issues an occasional report about the “Marketing of Violent Entertainment to Children.” Those reports has shown that retailer enforcement of the ESRB rating system is improving, but still needs to improve. [Here you will find my detailed thoughts on the conclusion of the last FTC report.] But there have been some calls in Congress for stepped-up FTC oversight, and potential penalties, for retailers who fail to enforce the system properly. (Remember Sen. Clinton’s “Family Entertainment Protection Act”?)

(4) Mandatory age verification for MMOGs & online activities: Here’s one to keep a close eye on. With a debate raging about the wisdom and effectiveness of age verification for social networking sites, it’s only a matter of time before online video games are brought into the discussion in a major way. The recent Bryon report in the UK included a discussion of this in the online gaming section of their final report. Stay tuned, this debate is set to explode here in the States.

(5) Mandatory parental controls defaults: One of my next white papers discusses the perils of government mandates that might force media & technology providers to not only embed parental controls in all their devices, but also turn them “ON” when they are shipped to market (meaning they would set to their most restrictive position as a defaults). For example, it could be required that every video game console be shipped with on-board screening technologies that were set to block any games rated above “E” (i.e., “Everyone”-rated games). Similarly, all personal computers or portable media devices sold to the public could be required to have filters embedded that were set to block all “objectionable” content, however defined. If “default” requirements such as this were mandated by law, parents would be forced to opt out of the restrictions by granting their children selective permission to content above a certain ESRB rating. In theory, this might help create another roadblock to underage access to some objectionable content, but it would also create an enormous consumer backlash and lead to a great deal of regulatory hassles and console hacking. Again, I’ve got an entire paper coming out on this issue from PFF next month that addresses my reservations with such a mandate.

(6) What happens when “AO” games hit consoles? I created some controversy recently when I noted that: “Whether any of us care to admit it, the fact that AO-rated games are currently kept off the major consoles and off the shelves at some major retailers (ex: Wal-Mart and Target) is probably the most important thing holding back a full-on legislative assault on video games.” Some took that to mean that I was advocating rigorous self-censorship of “AO” (Adults Only-rated) games. To the contrary, as I told MTV Multiplayer News, “I am in no way advocating that the industry hold off in terms of allowing complete creative expression.” And I also told MTV Multiplayer that I thought that eventually one of the major consoles–probably Sony–would cave and allow some AO-rated games on their platform. But make no doubt about it, when that happens, all hell is going to break loose. Not only with the typical pro-censorship crowd kick their complaint-generating factories into high gear, but a lot more average parents will protest the move and likely petition lawmakers for greater regulation of games or consoles.

(7) What about virtual reality games? And finally we come to virtual reality. All these other video game debates we have been having pale in comparison to the heated debate we can expect during the coming decade as virtual realities games and devices proliferate. And we all know they are coming. I fully expect that something like the Star Trek “holo-deck” will be in my living room by the time my kids are teenagers. We are already seeing more “tactile” devices coming to market, such as steering wheels and video game guns, that add a new layer of involvement to the games we play. Most recently, video game vests are hitting the market that simulate the sensation of being shot while playing a game. Once you combine these tactile technologies with more visually immersive visual display technologies, we will be well on our way to a serious VR world. And once they figure out a way to make it fully online and interactive, a huge policy debate is going to develop over the wisdom of letting people (especially kids) play holo-deck games where they actually feel like they are inside Halo or World of Warcraft, mowing down competitors with plasma rifles and broad swords. (Personally, I am very eager to try out “Resident Evil” this way!) Regardless, this debate is coming and it will be a very heated affair.

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Why hasn’t violent media turned us into a nation of killers? https://techliberation.com/2007/11/20/why-hasnt-violent-media-turned-us-into-a-nation-of-killers/ https://techliberation.com/2007/11/20/why-hasnt-violent-media-turned-us-into-a-nation-of-killers/#respond Wed, 21 Nov 2007 02:45:19 +0000 http://techliberation.com/2007/11/20/why-hasnt-violent-media-turned-us-into-a-nation-of-killers/

One of the things I find most interesting about calls to regulate “excessively violent” content on television, in movies, or in video games is the way critics make massive leaps of logic and draw outrageous conclusions based on myopic, anecdotal reasoning. I was reminded of that again today when reading through an interview with Sen. Jay Rockefeller (D-W.Va), one of the most vociferous critics of all sorts of media content and a long-time proponent of regulation to censor such violent content in particular (however it is defined). (I have written about his past regulatory proposals here and here).

Here’s what he recently told the editorial board of The Register-Herald of West Virginia:

Violent content has a way of desensitizing impressionable minds, he said, alluding more than once in the interview to school shootings, especially the horrific massacre at Virginia Tech. To buttress his point, the senator told of an 80-year-old World War II veteran who visited him at home and described his wartime experiences, how he helped blow up German troop trains. “He said that he just got numb, that he lost any feeling,” he said. “One thing was that he couldn’t see them. And that’s also true with troops on the ground. It gives them post-traumatic stress disorder.” Then the senator borrowed a line from Gen. George Patton’s obscenity-laced rallying speech to troops, about making the other man die for his country — except Rockefeller omitted the salty-tongue warrior’s allusion to the enemy’s paternity. “That is the point — you get immune to it,” he said.

Except that you don’t–at least not entirely, and Sen. Rockefeller’s examples prove that point. How is it, after all, that these brave soldiers witnessed and endured unspeakable acts of violence during those years and yet came home and became known as “The Greatest Generation”? They rebuilt post-war America and turned us into the greatest economic powerhouse on Planet Earth. But if we are to believe Sen. Rockefeller’s logic, they should have instead come home and turned America into a nation of murders, thieves, and thugs. After all, it’s “monkey see, monkey do,” right? If you witness violence, you will later perpetrate violence, or so the theory goes.

But, again, they didn’t. Why is that? It’s a really interesting question and it is one that many folks continue to ask with regards to exposure to violent media content in movies, TV shows or video games. After all, many people find something intuitively appealing about “monkey see, monkey do” explanations. Namely, it provides one possible and simplistic explanation for why some people do engage in violent behavior.

In reality, however, most humans possess a sort of moral compass or moral check on their behavior. They can witness something extremely violent–whether it is real or just a dramatization–and process that information in a rational way. Millions of soldiers throughout history have witnessed (and many have been forced to engage in) horrific acts of violence on a battlefield, and yet they would never think of carrying out those same acts on a public sidewalk. Similarly, millions of average folk have watched countless acts of violence in plays, movies, TV shows and games, and yet would never consider carrying out those same acts in public. Simply stated, most people can separate fantasy from reality–even children as they come to understand social norms about acceptable behavior.

I hate to use anecdotal reasoning here but I’m going to since I think my case is not unique. I grew up watching plenty of movies and TV shows jammed packed with senseless violence. In fact–and some people with think this is sick–my Dad and I used to have a fairly impressive horror movie collection on VHS tapes and would often discuss which “slasher movie” was better or had more blood. A little sadistic? Perhaps, but we found it all quite funny. The important point is that neither of us ever picked up a machete or a chainsaw and decided to take a stroll down to a summer camp to chop up teenagers! Same goes for the millions of other people who grew up enjoying those movies.

And where do I even begin to summarize how much violent video game content I have seen through the years? From my Atari 2600 in the late 70s to my current Xbox 360 and Sony PS3, I have probably played just about ever type of violent video game imaginable. The “Resident Evil” series was a favorite and I have played every one of them start to finish, but I enjoyed most of the popular “first-person shooter” games as well. Again, there are millions of others like me out there and somehow the vast majority of us grew up, got good jobs, created the Internet, so on and so forth. We didn’t take to the streets and start murdering each other just because we played a lot of Duke Nukem or Doom.

So, while the world isn’t perfect, it isn’t the hell-hole that the “monkey see, monkey do” media critics say it is either. Matter of fact, the world seems to be getting better in many important ways–and ways that it should not be if we are to believe all those “world-is-going-to-hell” critics. Just look at the facts about leading social indicators. A new article in Commentary magazine by Peter Wehner and Yuval Levin entitled “Crime, Drugs, Welfare—and Other Good News” points out that just about all the important social indicators (murder, rape, robbery, etc) have witnessed steady decreases. (I provide all the supporting statistics in this paper, starting on page 20). They point out that:

In attitudes toward education, drugs, abortion, religion, marriage, and divorce, the current generation of teenagers and young adults appears in many respects to be more culturally conservative than its immediate predecessors. To any who may have written off American society as incorrigibly corrupt and adrift, these young people offer a powerful reminder of the boundless inner resources still at our disposal, and of our constantly surprising national resilience.

Again, how can this be happening if violent media spawns violent minds and violent acts?! After all, there’s just as much violent media content out there today as there was in the past; some critics claim much more exists now than in the past. So how is it that the kids are alright? Why are things getting so much better when the “monkey see, monkey do” theorists tell us they should be getting so much worse?

The critics, like Sen. Rockefeller, have no answer. They just continue to arrogantly ride around on their moral high horses and tell us that were are all just ignorant sheep who are being programmed to be killers by the media that we enjoy.

In the real world, of course, the rest of of us just yawn, turn off the TV or video game, go to bed happy, and wake up the next day to live a normal, productive lives. Sen. Rockefeller and his fellow media critics should try doing the same thing and leave the rest of us alone.

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First Amendment & Video Games [Updated] Score: Gamers 11, Censors 0 https://techliberation.com/2007/08/07/first-amendment-video-games-updated-score-gamers-11-censors-0/ https://techliberation.com/2007/08/07/first-amendment-video-games-updated-score-gamers-11-censors-0/#respond Tue, 07 Aug 2007 19:09:47 +0000 http://techliberation.com/2007/08/07/first-amendment-video-games-updated-score-gamers-11-censors-0/

The video game industry’s string of unbroken First Amendment court victories continued this week with a win in the case of Video Software Dealers Association v. Schwarzenegger. [Decision here.] In this case, the VSDA and the Entertainment Software Association brought a suit seeking a permanent injunction against a California law passed in October 2005 (A.B.1179), which would have blocked the sale of violent video games to those under 18. Offending retailers could have been fined for failure to comply with the law.

The court’s decision overturning the law was written by Judge Ronald Whyte and it echoed what every previous decision on this front has held, namely:

  • “even though mere entertainment, are nonetheless protected by the First Amendment.” (p. 5) “[T]he Act is a content-based regulation and it is presumptively invalid.” (p. 12)

  • “Neither the legislative findings nor the evidence submitted by [the State] suggest that the expression in violent video games is directed to inciting or producing imminent lawless action…. In addition, neither the legislative findings nor the evidence shows that playing violent video games immediately or necessarily results in real-world violence.” (p. 6) “[A]t this point, there has been no showing that violent video games as defined in the Act, in the absence of other violent media, cause injury to children.” (p. 15)

  • “The State has also not shown that the Act will accomplish its goal of protecting the physical and psychological well-being of minors more effectively than the existing, narrower industry standards.” (p. 14) “To pass the strict scrutiny test, therefore, the state must demonstrate that the industry labeling standards, either alone or combined with technological controls that enable parents to limit which games their children play, do not equally address the state’s interest in protecting the physical and psychological well-being of children. The State has not demonstrated that the Act is narrowly tailored to address its purpose. Therefore, the Act cannot pass strict scrutiny.”

So, for those policy makers who have not been listening, let’s make it abundantly clear what this decision and the 10 slam-dunk decisions that came before it have ALL concluded:

(1) Video games are a form of expression protected by the First Amendment.

(2) Not a single court in America has supported the theory that a causal link exists between exposure to video games and real-world acts of actual violence.

(3) Parents have many less-restrictive means of dealing with underage access to potentially objectionable games–such as the industry’s private rating and labeling system, third-party ratings and info, console-based controls, and the fact that they don’t have to buy the games in the first place! [See my paper and book for more details on all these things.]

And, so, I’ll again ask the question that I have posed in every essay I write on this topic: When are state and local lawmakers going to stop wasting taxpayer dollars with unnecessary regulatory enactments and fruitless lawsuits aimed at censoring video games? After all, as I calculated before in this essay, the video game industry has recovered roughly $1.5 million in legal fees and that number doesn’t include all the money that state and local governments have wasted litigating these cases through the courts. All that money could have been plowed into educational efforts to help explain to parents and kids how to use the excellent voluntary ratings systems or console-based parental control tools that are at their disposal.

[As always, for the best coverage of this recent decision and its impact, check out the reports over on GamePolitics.com, like this, this, this, and this.]

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New Polls Suggest Radical Theory: Parents are Parenting! https://techliberation.com/2007/06/25/new-polls-suggest-radical-theory-parents-are-parenting/ https://techliberation.com/2007/06/25/new-polls-suggest-radical-theory-parents-are-parenting/#comments Mon, 25 Jun 2007 22:56:43 +0000 http://techliberation.com/2007/06/25/new-polls-suggest-radical-theory-parents-are-parenting/

In late April, the Federal Communications Commission released a new report recommending that the government assume a great role in regulating violent video content on television.In response to that report, I penned a lengthy essay entitled, “FCC Violence Report Concludes that Parenting Doesn’t Work.”

I wasn’t kidding. Flipping through that report, one is struck by the fact that the FCC seems to think that parents are completely incompetent and that only benevolent-minded bureaucrats can save the day from objectionable fare that enters the home. And now Congress is ready to get into the game as well. During the House Commerce hearing I testified at last Friday on “The Images Kids See on the Screen,” Rep. Ed Markey, Chairman of the Telecommunications & Internet subcommittee, said that “I believe Big Father and Big Mother are better able to decide what is appropriate for their kids to watch, rather than Big Brother.” Yet, almost in the same breath, he went on to note that he was prepared to give the FCC greater authority to regulate certain things on television “for the children.” Several others members of the subcommittee made similar statements, professing on one hand to believe in parental responsibility, but then quickly listing several caveats and calling for government to regulate media content in some fashion. Not to be outdone, the Senate Commerce Committee plans a hearing tomorrow on “The Impact of Media Violence on Children.”

For those of us who continue to believe in personal responsibility (as well as that little thing called the First Amendment), this is all very frustrating. As I pointed out in my recent book, “Parental Controls and Online Child Protection: A Survey of Tools and Methods,” there has never been a time in our nation’s history when parents have had more tools and methods at their disposal to help them decide what is acceptable in their homes and in the lives of their children. Parents have been empowered to make decisions for themselves and their families. And parents seem to be growing more comfortable with the idea of making these decisions for themselves instead of turning to government to do it for them. Two new public opinion polls reflect that reality.

One poll was just released today by TV Watch, a nonpartisan coalition of 27 individuals and organizations that promote parental controls and individual choices as an alternative to increased government regulation of TV content. (Disclosure: I am a member of the TV Watch advisory board). Today’s TV Watch poll reveals that:

• 73 percent of parents monitor what their children watch, including 87 percent of parents whose children are ages 0-10; • 86 percent of parents believe that more parental involvement is the best way to keep kids from seeing what they shouldn’t see on television; • 69 percent of parents were aware prior to the survey that all new televisions 13 inches or larger contained a V-Chip; and, • 83 percent of parents are satisfied with the effectiveness of the V-Chip and other blocking tools.

And when asked specifically if they agree with the statement that “the best way to prevent a child from seeing content deemed inappropriate is a parent in the home.. not a politician in Washington,” 92 percent of respondents agreed.

A different poll conducted by the Kaiser Family Foundation was released last week and revealed similar things, although not as strongly as the TV Watch poll. The Kaiser poll found that:

• 65 percent of parents say they closely monitor their children’s media use; • 73 percent of parents say they know a lot about what their kids are doing online; • 87 percent of parents check their children’s instant messaging “buddy lists;” • 82 percent of parents review their children’s social networking sites; and, • 76 percent of parents look to see what websites their children have visited.

Both polls went on the reveal that parents continue to have concerns about what their children see, hear of play, but what parent doesn’t have some concerns about what their kids do!? The important thing to take away from both these polls is that PARENTS ARE PARENTING! They are learning to cope with new media realities and adapt to them to make sure they can monitor and control their children’s media experiences.

In my new book, I spend a great deal of time discussing the importance of informal household media rules as the ultimate in parental control efforts. Surveys show that almost all parents use some combination of informal household media rules to control or monitor their children’s media consumption. (See Part II of my book). And these new polls reflect that reality. And, yet, debates about inappropriate content get so caught up with disputes about technical controls, ratings or even government regulation that we forget that parents often view all these things merely as backup plans to their own household rules.

Bottom line: Don’t give up on parents. Parental responsibility, not government regulation, remains the best way to deal with media in our homes and their lives of our children.

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new PFF report & event on regulating TV violence https://techliberation.com/2007/05/14/new-pff-report-event-on-regulating-tv-violence/ Tue, 15 May 2007 00:29:23 +0000 http://techliberation.com/2007/05/14/new-pff-report-event-on-regulating-tv-violence/

Legislation is expected to be introduced in Congress very soon that would regulate television programming deemed to be “excessively violent.” This follows the release of the FCC’s recent report calling on Congress to act and to give the agency the power to regulate such programming on broadcast television and potentially even cable and satellite TV.

In response to these proposals, I wanted to draw your attention to an event that I will be hosting this week as well as a new study (and a few old ones) that PFF has published on this issue:

(1) EVENT THIS FRIDAY: PFF will be hosting a congressional seminar this Friday, May 18 from Noon-1:30 on “The Complexities of Regulating TV Violence.” The event will take place in Rayburn House Office Building , Room B354. Panelists will include:

  • Henry Geller, Former General Counsel, Federal Communications Commission

  • Robin Bronk, Executive Director, The Creative Coalition

  • Robert Corn-Revere, Partner, Davis Wright Tremaine LLP

  • Jonathan L. Freedman, Professor of Psychology, University of Toronto and Author, Media Violence and its Effect on Aggression

If you are interested in attending this free seminar, please RSVP here: http://www.pff.org/events/upcomingevents/051807complexitytvviolence.asp

(2) NEW STUDY: PFF has just released a new study, “The Right Way to Regulate Violent TV,” which outlines the many ways parents have to deal with potentially objectionable media content, including violent programming. The 23-page study highlights the many technical and non-technical parental control tools and methods that families can use to tailor video programming to their own needs and values. In the report, I argue that:

The combination of the V-Chip, set-top box parental controls, various ratings systems, and other screening tools (personal video recorders in particular) mean that parents now have multiple layers of technological protection at their disposal. And the industry-led educational efforts highlighted above prove that, contrary to what some critics claim, media operators are taking steps to help parents make content determinations and better control child access to unwanted media. Critics can always argue that media and communications companies should “do more” to address the concerns parents have, but it’s important to realize that they are already doing quite a bit. More importantly, almost all parents enforce a variety of household media rules and have guidelines for acceptable media consumption. These informal rules and strategies are an essential part of the parental controls story, but they are almost completely overlooked in public policy debates about these issues. Of course, whether or not parents are taking advantage of any of these tools or options is another matter entirely. But if, for whatever reason, some parents are not taking advantage of these tools and options, their inaction should not be used to justify government regulation of programming as a surrogate for household/parental choice. Parents have been empowered. It is now their responsibility to take advantage of the parental control tools and methods at their disposal to determine what is acceptable for their families. In conclusion, it is important to realize that not only are markets bringing parents empowering tools to restrict or tailor media content in their homes, but this is being done much more quickly, much more closely tailored to the parents’ own desires, and without concerns about censorship such as is associated with traditional government regulatory efforts. That is why private parental control efforts represent a superior approach to regulating violent television programming.

(3) PREVIOUS STUDIES / ARTICLES: You might also be interested in some of these previous PFF publications on this topic:

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Video Game Ratings are Widely Utilized https://techliberation.com/2007/05/07/video-game-ratings-are-widely-utilized/ Mon, 07 May 2007 14:09:55 +0000 http://techliberation.com/2007/05/07/video-game-ratings-are-widely-utilized/

Some lawmakers at the federal, state and local level have advocated video game industry regulation in the name of protecting children from potentially objectionable content, usually of a violent nature. In my opinion, the better approach–and one that doesn’t involve government censorship or regulation of games–is to empower parents to better make these decisions for their own families. And the key to that effort is an effective rating / labeling system for game content that parents understand and use.

Luckily, there are good signs that the video game industry’s voluntary ratings system–the ESRB (the Entertainment Software Rating Board)–is doing exactly that. The game industry established the ESRB in 1994 and it has rated thousands of games since then. (The ESRB estimates it rates over 1,000 games per year). Virtually every title produced by major game developers for retail sale today carries an ESRB rating and content descriptors. Generally speaking, the only games that do not carry ESRB ratings today are those developed by web amateurs that are freely traded or downloaded via the Internet.

The ESRB applies seven different rating symbols and over 30 different content “descriptors” that it uses to give consumers highly detailed information about games. Thus, by simply glancing at the back of each game container, parents can quickly gauge the appropriateness of the title for their children.

So, how effective is this system, as measured by parental awareness and usage of the ESRB ratings and labels? Since 1999, the ESRB has asked Peter D. Hart Research Associates to study that question and conduct polls asking parents if they are aware of the ESRB ratings and if they use them. As this chart illustrates, the results are impressive with both awareness and use growing rapidly since 1999: ESRB ratings

Better yet, all gaming platforms and most PCs can read these ratings and labels and allow parents to block games rated above a certain level they find unacceptable. But the real strength of the ESRB’s ratings system lies in the content descriptors, which give parents plenty of warning about what they will see or hear in each title. That way, parents can talk to their kids about those games or just not buy them for their kids until they think they are ready.

The game industry deserves credit not only for creating such an excellent content rating / labeling system, but also putting significant resources into public education / awareness efforts to ensure parents know how to take advantage of it. So then, why are lawmakers continuing to waste millions of taxpayer dollars litigating unneeded regulatory efforts?

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Video Game Politics https://techliberation.com/2007/05/01/video-game-politics/ Tue, 01 May 2007 16:00:01 +0000 http://techliberation.com/2007/05/01/video-game-politics/

Over at National Review Online today, Peter Suderman has a good discussion of the current state of video game politics. As usual, a lot of politicians are playing games; political games, that is. Suderman notes that:

…attacking the video-game industry has long been a favored sport amongst politicians eager to shore up their credibility with the concerned parent crowd. At the state level, at least ten laws banning the sale of certain video games to minors have been brought to life. In California, Governor Arnold Schwarzenegger, a guy who made his name hacking and slashing his enemies to a bloody pulp on the big screen, apparently didn’t want high schoolers doing digital imitations: He tried to ban the sale of violent games to minors back in 2005. Oregon is currently considering a similar law, and New York Governor Eliot Spitzer recently stated that he intends to pursue one as well. But these laws go down like a final level boss once they hit the courts. To date, not one of the dubious proposals has stood up to a court challenge. Some lawmakers can’t even be bothered to worry about anything so insignificant as considering whether a law is constitutional. Regarding one video-game ban, Minnesota state legislator Sandy Poppas shrugged off any such responsibility, saying, “Legislators don’t worry too much about what’s constitutional. We just try to do what’s right, and we let the courts figure that out.” The recurrent bashing of the game industry tends to resemble a major league team taking on a troop of t-ballers: Politicians get to knock a couple of balls out of the park in front of parents, but the whole thing is just a show.

Indeed it is. I made a similar argument in a piece for NRO last year as well as my big PFF study, “Fact and Fiction in the Debate over Video Game Regulation.”

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Have We Reached a Turning Point on Video Game Regulation? https://techliberation.com/2006/12/06/have-we-reached-a-turning-point-on-video-game-regulation/ https://techliberation.com/2006/12/06/have-we-reached-a-turning-point-on-video-game-regulation/#comments Wed, 06 Dec 2006 18:41:04 +0000 http://techliberation.com/2006/12/06/have-we-reached-a-turning-point-on-video-game-regulation/

It is too early to say for sure but there are some encouraging signs that our public policymakers are finally starting to get the point went it comes to the sensibility (and constitutional futility) of trying to regulate video game content. Just yesterday, for example, lawmakers in the District of Columbia passed legislation that establishes a program to educate consumers about existing video game ratings and console-based controls. This represents a major shift away from the regulatory approach originally floated by incoming D.C. Mayor Adrian Fenty. While serving as a D.C. Councilman, Fenty introduced a bill that would have proposed the old regulatory combo of mandates and stiff fines on game retailers who didn’t enforce the city’s approved regulatory scheme.

But the new version of the bill, entitled the “Consumer Education on Video and Computer Games for Minors Act,” takes a very different approach. The bill requires the city to “Develop a consumer education program to educate consumers about the appropriateness of video and computer games for certain ago groups, which may include information on video and computer game rating systems and the manner in which parental controls can enhance the ability of parents to regulate their children’s access to video and computer games.”

In a phrase, D.C.’s new approach is “education, not regulation.” And while some might object to the idea of government promoting education efforts about video game ratings or console controls, that approach is infinitely more sensible (and constitutionally permissible) than government censorship.

What makes D.C.’s turnabout particularly noteworthy is that is comes just a week after the 7th Circuit Court of Appeals decision in Entertainment Software Association v. Blagojevich, the Illinois case I discussed here last week. In that decision, judges once again held a state law unconstitutional for attempting to regulate video game speech. Specifically, the Circuit Court argued that the statute in question in the Illinois case was not narrowly tailored and did not represent the “least restrictive alternative” available to serve the interest of protecting children from potentially objectionable content. The Court noted that the industry’s voluntary ratings systems works quite effectively and that if the state wanted to adopt a less restrictive approach it could have simply could have adopted an educational approach. Noting that the parents are involved in well over 83 percent of their children’s video game purchases, the Court went on to argue that:

“If Illinois passed legislation which increased awareness of the ESRB [Entertainment Software Rating Board voluntary ratings] system, perhaps through a wide media campaign, the already-high rate of parental involvement could only rise. Nothing in the record convinces us that this proposal would not be at least as effective as the proposed speech restrictions.”

Again, such an approach has the added benefit of likely remaining within the boundaries of the Constitution and the First Amendment since government would not be seeking to restrict speech but simply inform and empower parents regarding the parental control options already at their disposal.

Let’s hope other lawmakers heed this advice before they waste more money litigating video game cases through the courts. According to the Electronic Software Association (ESA) which represents the video game industry and defends its rights in court, state lawmakers have had to shell out over $1.5 million in legal fees to the video game industry after losing cases in the following five cities or states:

Illinois–$510,000 Washington State–$344,000 St. Louis (8th Circuit)–$180,000 Indianapolis (7th Circuit)–$318,000 Michigan–$180,000

To be clear, that’s $1.5 million taxpayer dollars that have been squandered on fruitless efforts to censor video game content after several courts had already held similar efforts unconstitutional. And that’s $1.5 million that could have been plowed into educational efforts to help explain to parents and kids how to use the excellent voluntary ratings systems or console-based parental control tools that are at their disposal.

Say it with me, state lawmakers, and repeat it 3 times so you don’t forget it:

“Education, Not Regulation.” “Education, Not Regulation.” “Education, Not Regulation.”

It’s the right answer, and the less expensive one!

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Sen. Brownback Turns Up the Heat on the Video Game Industry https://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/ https://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/#comments Thu, 30 Mar 2006 03:54:54 +0000 http://techliberation.com/2006/03/29/sen-brownback-turns-up-the-heat-on-the-video-game-industry/

Unfortunately, as I predicted would be the case in my National Review editorial earlier this morning, today’s hearing on video games in the Senate Judiciary Committee turned out to be quite a one-sided show trial.

Senator Sam Brownback called the hearing to blast the game industry for what he called “graphic,” “horrific,” and even “barbaric” level of violence we supposedly see in games today. Violent video games, he argued, are becoming “simulators” that train kids to behave violently and even kill cops.

And his proof? As I suspected would be the case (and, again, predicted in my editorial) it largely came down to two key games: “Grand Theft Auto” and “25 to Life.” Sen. Brownback decided to show a few clips from these games and one other title (“Postal”) to supposedly illustrate just how violent games are today. Now make no doubt about it, these games do contain some truly sickening, despicable acts of simulated violence. I don’t know why a game developer feels compelled to show thugs beating prostitutes with a baseball bat, or a criminal shooting cops with a sniper rifle, or someone torching a dead corpse and then urinating on it to put out the fire. It’s all very sick and it’s quite sad that someone is squandering their creative talents on the depiction of such disgusting, disrespectful acts of violence.

But let’s get back to the key point and ask a question that ABSOLUTELY NO ONE EVEN BOTHERED DISCUSSING AT THE HEARING. Namely: Are these games indicative of all video games out there today?

Answer: Not by a long shot. In reality, games like “Grand Theft Auto” and “25 to Life” are not representative of what most kids are playing.

As I showed in my recent paper on “Fact and Fiction in the Debate over Video Game Regulation,” of all the games that Entertainment Software Ratings Board (ESRB)–the self-regulatory ratings board for the gaming industry–reviewed in 2005, less than 13 percent were rated “Mature” (M) or “Adults Only” (AO), the categories that contain the sort of violence critics are concerned about. In fact, less than 1 percent were rated Adults Only. Thus, around 86 percent of all games sold in 2004 were rated either “Early Childhood” (EC), “Everyone” (E), “Everyone 10 and older” (E10+), or “Teen” (T). Moreover, in my study I also compiled the ratings for all of the Top-20 video and computer games between 2001-2005 and found that over 80 percent of the most popular games were rated either “E” or “T.” If one removes from the count the various “Grand Theft Auto” and “Halo” titles (there have been multiple best-selling versions of each game), the percentage of “M” rated games drops even further. So, it’s not the case that all games are as “barbaric” as the ones Sen. Brownback singled out.

Of course, the video game industry didn’t get a chance to make this point at the hearing since no one from the industry was invited to sit on either panel. Patricia Vance, President of the Entertainment Software Ratings Board was there, but she doesn’t represent the industry. She just runs the voluntary organization that rates all the games.

Brownback grilled Ms. Vance and tried to make her atone for the sins of a few developers out there that make the games like “25 to Life.” Of course, as she noted in response, the ESRB has no power to keep such games off the market, it just rates those games and gives parents to information they need to make informed judgments about the games they allow in their homes.

Brownback and a few others on the two panels, which mostly consisted of psychologists, also questioned whether the industry could even be trusted to rate its own games. That led to suggestions of a federal ratings system. Alternatively, if the private ratings system is retained, Brownback asked some of the panelists what they thought about his idea to require that before new “M”-rated games could be released, they should be reviewed by an independent panel of experts or psychologists to gauge what impact it might have on players. A couple of people muttered their approval of such a proposal. Luckily, however, one brave soul, Dr. Dmitri Williams of the Univ. of Illinois, pointed out that psychologists don’t exactly crank out their work in a matter or minutes. Indeed, it takes many months, even years, to conduct a serious study on the impact of media on individuals. Thus, Brownback’s idea would likely bring game releases to a standstill. Moreover, such a proposal, if imposed by law, would likely represent an impermissible form of prior restraint and found unconstitutional. But hey, never mind that little thing called the First Amendment!

Regarding those psychologists on the panel… they couldn’t come to any definitive conclusion regarding the impact of games on children’s behavior. For example, Dr. Elizabeth Carll of the American Psychological Association and Dr. David Bickham of the Harvard Medical School both said that games “may” or “might” cause feelings of aggression, but they also pointed out that there really hasn’t been substantial long-term evidence to confirm that belief. Despite this, both Carll and Bickman argued that government should just go ahead and regulate anyway!

But Dr. Williams of the Univ. of Illinois, who has authored several studies on these issues, pointed to the many problems with current research, including that fact that there are no long-term, longitudinal studies and that the current short-term experiments are typically conducted in very unnatural laboratory settings. (Those settings also are devoid of the sort of group or community play that increasingly typifies gaming). Moreover, many of these studies do not account for other “environmental” factors that might have a bearing on actual aggression, such as broken homes, parental abuse, drugs, bad neighborhoods, or medical or mental conditions.

More specifically, Dr. Williams brought up what I think is the most important issue related to all “media effects” research. That is, does arousal equal aggression? Just because a particular study reveals that watching simulated violence in a movie, TV show or video game leads to feelings of “arousal” (heightened brain or heart waves, punching a Bobo doll, etc.), does that mean that actual aggression or violence will follow out in a real-world environment? You would think an important question like that would get a lot more attention in the media effects literature or in the public debate over regulating media. But it doesn’t. I actually read a lot of these studies and some of them raise this issue, but many just continue to rely on some sort of proxy as an indication of real-world aggression. But humans can get “aroused” from many things and not turn into violent monsters. Reading a riveting book, watching a scary movie, watching a bruising boxing match, listening to a loud rock concert… those are just a few things that millions of people have been doing for the past few decades without turning around and harming others afterwards. Did the media in question “arouse” them? You bet. Your heart and head can really get pumping when you enjoy powerful media images or sounds. But it doesn’t follow that you become aggressive thug just because you get aroused by those media.

Indeed, if it was that case that such a clear link existed, it should be showing up in the numbers. Cultural and social indicators, that is. But it’s not. As I also pointed out in my recent paper, while the laboratory studies have been largely inconclusive, it is possible to at least analyze the claim that there is a correlation between general exposure to video games and declining cultural indicators. Data is readily available on many cultural indicators of concern and can be plotted against increasing childhood exposure to media and video games. And all those numbers–juvenile violence, kids carrying weapons in schools, high school drop-out rates, teen pregnancy, etc–are all going down. In particular, according to the FBI, aggregate violent crime by juveniles fell 43 percent from 1995-2004. This evidence was also completely ignored at today’s hearing.

So, the picture politicians are painting about video games is being based on half-truths, myths, and misperceptions. I guess I should have expected as much going into today’s Senate hearing. But I keep hoping that policymakers will be willing to listen to reason and the facts in debates about media policy. Silly me. When will I ever learn?

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