Video Games & Virtual Worlds

In my recent paper on “Fact and Fiction in the Debate over Video Games,” I pointed out that one of the reasons that many lawmakers were stepping-up efforts to regulate video games was because of the supposed failure of the industry’s voluntary ratings system. In particular, many critics claim that the ratings system is not enforced effectively at the point-of-sale.

As a result, Senators Hillary Clinton, Joseph Lieberman and Even Bayh argue that federal legislation like their proposed “Family Entertainment Protection Act” is needed to “put teeth in the enforcement of video game ratings” because “young people are able to purchase these games with relative ease.”

Good news: A new survey out by the Federal Trade Commission (FTC) today shows that the enforcement system is working better than ever before and that it’s not so easy for kids to buy games on their own.

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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?

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I’ve just released a new paper entitled “Fact and Fiction in the Debate over Video Game Regulation.” At the state and local level, over 75 measures have been proposed that would regulate the electronic gaming sector in same fashion. More importantly, another new federal bill was introduced recently that would establish a federal enforcement regime for video games sales and require ongoing regulatory scrutiny of industry practices. S. 2126, the “Family Entertainment Protection Act” (FEPA), was introduced last December by Senators Hillary Clinton (D-NY), Joe Lieberman (D-CT), and Evan Bayh (D-IN) to limit the exposure of children to violent video games.

In my essay, I address several of the most common myths or misperceptions that are driving this push to regulate the electronic gaming sector. My general conclusions are as follows:

>> The industry’s ratings system is the most sophisticated, descriptive, and effective ratings system ever devised by any major media sector in America.

>> The vast majority of video games sold each year do not contain intense violence or sexual themes.

>> Just as every state law attempting to regulate video games so far has been struck down as unconstitutional, so too will the FEPA.

>> The FEPA could derail the industry’s voluntary ratings system and necessitate the adoption of a federally mandated regulatory regime / ratings system.

>> No correlation between video games and aggressive behavior has been proven. Moreover, almost every social / cultural indicator of importance has been improving in recent years and decades even as media exposure and video game use among youth has increased.

>> Video games might have some beneficial effects–especially of a cathartic nature–that critics often overlook. And, contrary to what some critics claim, violent themes and images have been part of literature and media for centuries.

I encourage you to read the entire paper for more details. It can be found online here: http://www.pff.org/issues-pubs/pops/pop13.7videogames.pdf

Senator Hillary Clinton (D-NY) proposed new legislation on Thursday that would make it a federal offense for retailers to sell a minor a video game that includes violent or sexual themes. Her bill would impose a $5000 fine on any retailer that sold a youngster a game that was classified as mature or violent under the video game industry’s voluntary ratings system.

The Clinton bill might best be thought of as a “hanging the industry with its own rope” regulatory scheme. That is, her bill would hijack the industry’s voluntary ratings system and then use it against them (and retailers) should someone choose to sell a game with mature or violent themes to someone under the age of 18.

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Somebody tell me this is just an early April Fool’s joke. Associated Press reports that somebody at Michigan State University has created a video game for food stamp recipients to teach them about nutrition:

“In an effort to educate the nation’s neediest children on nutrition, a new project uses the familiar medium of video games to broadcast its message. The Fantastic Food Challenge, a package of four computer games, is designed to teach people who get nutrition aid such as federal food stamps how to make better use of their food. Because so many young adults played such games as kids, they ought to be able to learn more easily from them, too, said the project’s director.”

… But wait, it gets better…

“The player feels like a contestant in a marathon of futuristic television game shows that also happen to give instruction about how to buy food at the lowest cost, store it properly and prepare healthy meals… One game is called Store It Safe. It involves placing baked beans, tortillas, frozen chicken and other virtual groceries into a cartoon-drawn freezer, cupboard or refrigerator. In another game, a version of Concentration, players turn over blank cards that flash a food and a menu item made with that ingredient, then try to remember which card had the milk that matches the macaroni and cheese. The on-screen opponent is a sore-loser robot that blows steam out of its ears when it guesses wrong, but which gets better as the game becomes more difficult.”

Are you kidding me? I want to believe that this is just a joke, but it looks like it’s legit.

Unreal. What’s next, a video game to teach us how to dress ourselves?