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Children and Violent Games - Laez

Violence has existed in forms of entertainment for millennia, whether we’re talking about John Wayne movies, the gladiators in ancient Rome, or violent video games today.  Violent forms of entertainment have been around for a long time and they have caused little trouble directly.  Violence in video games is no different, with the exception of how it’s handled.  Violent games are obtained too easily by children much too young to play out this violent content.  Contrary to what Senator Joseph Lieberman would like everyone to believe, the answer to this problem is not to get rid of the violent content, but to put greater control on how easily children get violent games.

            Just like the television and movie industries, the videogame industry knows that violence sells, hence they must make violent games in order to make money – it’s common sense.  Unlike movies and television, however, video games are considered by many people to be just for kids.  Many of the people who believe this are parents, and many of those parents, because of this idea, believe that all games are made for children at any age, thus allowing their children to own and play these violent games too easily.  These very same parents would not likely allow their young children to see an R rated movie or to watch a violent prime time television show; they know that they are not appropriate for their children.  In one paper the following facts were found:

  • Boys aged 8 – 18 surveyed in this research spent 40 minutes a day playing computer or video games. The number of violent interactions in a 10-minute play period ranged from 2 to 124.
  • Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month.
  • In 98 percent of the games surveyed, aggression went unpunished.  In fact, in more than half the video games the perpetrators were rewarded for their aggressive actions.
  • 78 percent of all violent interactions in the first ten minutes of game play featured lethal violence.
  • Only 10 percent of all video game perpetrators possessed “good” or “prosocial” qualities (“The Lion…”).

For older gamers, these numbers are not disturbing.  They expect these violent acts, and can also understand the context in which the violent acts take place.  However, when these numbers are associated with young children it is obvious that there is a problem.  Children are impressionable by everything; therefore, they shouldn’t be allowed to play these games any more than they should be allowed access to violent movies.  Nonetheless, they are allowed to play violent video games.

The video games industry has already implemented a ratings system which rates games in terms of what audience they are appropriate for.  In theory, the industries efforts at self-regulation should have been enough to stop young children from obtaining inappropriate games, as it is shown clearly on the front of each video game package what audience the game has been deemed appropriate for so that parents and stores would be able to prevent children from buying inappropriate games.  However, many people are unaware of the fact that there even is a ratings system.

Most retail chains that sell video games will no longer sell mature rated games to minors.  What’s wrong with this, though it enforces the ratings system, is that too often parents will come right back and buy the game for their child anyway.  In the end, enforcing the system doesn’t help the problem anyway.  The best solution is to make sure the parents know what they are buying their children and to try to deter them from buying something inappropriate.

The first step is to continue enforcing the ratings system on children.  Retailers cannot sell games to audiences younger than that for which they were intended.  They need to ask for some sort of ID to verify age, whether it’s a learners permit for younger teenagers, a library card or some other type of identification.  If the child cannot provide an ID, then the retailer should not sell them an ‘M’ (mature 17+) or ‘T’ (teen 13+) rated game.  With T rated games they could be a little more lenient, as it’s not overly difficult to tell a young child from a teenager.  With M rated games, however, if the child cannot provide so much as a learners permit it should be obvious that they are not old enough to purchase the game, and it should not be sold to them.

The next step is to not allow parents to just walk in and purchase the game.  Each game should have a quiz with it, questioning about the content, the gameplay, the plot, and so on.  When an adult asks to purchase a game, the first thing the salesperson needs to do is ask who they’re buying the game for.  If they answer that they’re buying it for themselves and they’re saying it truthfully, then the questioning process should go fairly smoothly and quickly as they will likely already know quite a bit about the game.  In such a case, the salesperson wouldn’t need to ask every question.

If the person buying the game answers that they’re buying it for themselves and they’re lying or they answer that they’re buying the game for their child, then the questioning process will be slower and more drawn out, and the customer will likely get agitated.  After the customer either gives up on a question or makes up an answer, the salesperson would inform them of the correct answer with enough depth to get the point across.  If the customer said that they’re buying the game for their child, then the salesperson, after the end of the questioning, must ask the customer if they think that the game is appropriate for their children.  If they still want to buy the game, the salesperson cannot refuse to sell it to them, as it is still their decision as to whether or not their child should have the game.

For those not buying the game for themselves the questioning will likely be frustrating and boring, which is the reason this will work.  The parents will be better informed after the questions, and might even reconsider their purchase.  If they continue to buy games, they will be forced to either become better informed about the games they’re buying their children or go through the monotonous process of guessing their way through the questions.  If they do become better informed, many parents would stop purchasing violent games for their children; and those who don’t would likely get tired of running through the routine every time and stop buying the games, or at least not purchase so many.

            Some might suggest that there will be a problem with getting retailers to implement this kind of system because it will be time consuming for their employees.  With chains that specialize in game software, like Electronics Boutique and Software Etc., this problem would be minimal, as most of their stores have a good number of employees who spend a good deal of time assisting customers and who usually know at least a little about games.  At non-specialized chains, like Wal-Mart or K-mart, the problem would be tougher as their employees are not specialized in one area or another.  These stores would need to train some employees to specialize in their electronics department in order to implement this process.  There shouldn’t be too much more pressure on the new salespeople, since the job of a salesperson is mostly dealing with people.  This would just give them a more specific way to deal with their customers.  Most retail chains would be willing to comply with any reasonable system since the video game industry would try to persuade retail chains to use such a system, perhaps going as far as threatening to pull games from the shelves of certain chains, as “[…] the industry is making the same efforts to protect children it has over the past few years […]” (Wright).

            Cost shouldn’t be too much of a problem.  Most stores wouldn’t need to hire many new employees, if any.  If there was a cost, the game industry would likely should the cost as it has with the ESRB (Electronic Software Ratings Board.)  If the industry isn’t willing to shoulder the cost itself, then the only real impact would be a couple extra dollars on the price tag of games.  Considering that games have gotten cheaper (video games, now on CD’s, cost approximately $50 compared to the $60 they used to cost when in cart format), an extra couple of dollars is no big deal, and most gamers would be willing to shell out a little extra if it meant keeping their pastime.

            Despite a few problems, my solution is very practical and would work.  There are other solutions, though most of them would have larger drawbacks or wouldn’t work.  The government could make it illegal to sell M rated games to minors, but that would put games in the same category as pornography, tobacco, and alcohol, which many gamers would not stand for.  Not only would this solution offend gamers, but it would make M rated games a ‘forbidden fruit’ which minors would want even more.

            Another solution would be for the government to set limits on the amount of violence allowed in games, but what that amounts to is censorship, which is against our rights.  Also, older gamers would not stand for losing the violent aspects of many games.

            An even less reasonable solution would be a government ban on gaming.  This idea, of course, is ridiculous and would have millions of gamers up in arms.

            Children playing violent games is an obvious problem that must be dealt with, just as much for the sake of older gamers as for the sake of the impressionable psyche of the children themselves.  There are many solutions, but nothing too extreme is necessary, just something that would make obtaining the violent games a pain to those who shouldn’t have them.  Violence in any form of media will never disappear; we just need to have better, voluntary, control of it.


Works Cited

“The Lion and Lamb Project”.  2000.  2/16/03

<http://www.lionlamb.org/violence_vid_games_facts.htm>

Wright, Brad.  “Sounding the alarm on video game ratings.”  CNN.com

12/20/02.  2/16/03 

<http://www.cnn.com/2002/TECH/fun.games/12/19/games.ratings/>