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Children and Violent Video Games

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PDS# 72-651-04-001

 

Video Games have been a part of our culture since the early ‘70s. They have evolved from the innocuous Pong (‘72) and Pac-Man (‘80’s) to the more ominous Mortal Kombat (90’s)—a game that was among the first to be criticized for its violent content.

It has been accurately stated that there are some benefits to children who play computer / video games; these include:

  • fun and entertainment
  • experience of cooperation and team work (when playing with others)
  • enhanced comfort with technology
  • development of reading, math and problem solving skills
  • improved hand eye coordination

Benefits aside, today, there are too many video games easily accessible to children and
youth, with content characterized by murder, mayhem, violence and sex.

During this time that the Presbyterian Church (USA) has designated as Decade of the Child (2001 - 2011), concerned adults are challenged to become aware of the video games to which children have access, as well as their potentially harmful effects.

It is estimated that about 145 million Americans play computer and video games; and
last year (2003) the video games industry posted sales at $11.2 billion (CNN/Money). Of the millions of video game enthusiasts, the majority are adults, but close to 40% of video game players are children.

Entertainment companies’ marketing strategies often see children as high value, income generating, targets. A September 2000 report published by the Federal Trade Commission revealed that video game publishers, as well as movie studios
and music labels were consistent in going out of their way to interest under-age children in their adult-rated products. There is evidence that this practice continues.

Do all children play video games?

According to a survey of the National Institute on Media and the Family, 92% of children
and adolescents ages 2 - 17 play video games. 20% of adolescents can be classified as pathologically dependent on video games.

Is there a rating system for video games?

Yes, there is a system (industry created) in place that rates video games and provides
additional descriptors, found on the back of game packages, that can provide information on game content. But there is no enforcement mechanism in place to prohibit retailers from selling violent and sexually explicit games to children.

A study done by the Harvard School of Public Health revealed that three out of five video games rated acceptable for “Everyone”—meaning they should be suitable for children as young as six, contained significant levels of violence.

Further, when the FTC conducted secret shopper operations to determine how accessible “Mature”- rated games were to minors, it was found that 78% of children between the ages of 13 and 16 were able to purchase “Mature”-rated games.

So What is the Problem?

  • Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03).
  • About 40% of those who play Mature-rated games are under 18. (Federal Trade Commission)
  • 59% of fourth grade girls and 73% of fourth grade boys say that the majority of their favorite video games are violent. (Anderson 2001)
  • Children playing Mature-rated games may participate in simulated murder of women, police, minorities and innocent bystanders. Violent acts are graphically depicted and may include victims being beaten, shot, decapitated, burned alive and urinated upon.

Six prominent medical groups (American Academy of Pediatrics, American Academy of Child & Adolescent Psychiatry, American Psychological Association, American Medical Association, American Academy of Family Physicians and the American Psychiatric Association) warn of these effects of media violence on children.

  • Children will increase anti-social and aggressive behavior.
  • Children may become less sensitive to violence and those who suffer from it.
  • Children may view the world as violent and mean, becoming more fearful of being a victim of violence.
  • Children will desire to see more violence in entertainment and real life.

www. MediaFamily.org

What do the rating symbols mean?
According to the Entertainment Software Ratings Board (ESRB)

Early Childhood (EC) titles have content suitable for children three and older and do not contain any materials parents would find inappropriate.
Everyone (E) titles have content suitable for persons aged six and older. These titles will appeal to people of many ages and tastes; but may contain violence, comic mischief or some crude language.
Teen (T) titles have content suitable for persons aged thirteen and older. Games in this category may contain violent content, mild or strong language and/or suggestive themes.
Mature (M) titles have content suitable for persons ages 17 and older. These products may include more intense violence or language than items in the Teen category; and may also include mature sexual themes.
Adults Only (AO) titles have content suitable only for adults. These products may include graphic depictions of sex and/or violence. AO items are not intended to be sold or rented to persons under the age of eighteen.
Rating Pending product has been submitted to the Entertainment Software Rating Board (ERSB) and is awaiting final rating.

www.esrb.org/esrbratings_guide.asp

How do content descriptors help?

Content descriptors, found on the back of video game packages are designed to clarify the game’s subject matter. As previously noted, parents’concept of what is acceptable for children and teens may not be the same as that of the ESRB.

  • Alcohol Reference - Reference to and/or images of alcoholic beverages
  • Animated Blood - Cartoon or Pixilated depictions of blood
  • Blood - Depictions of Blood
  • Blood and Gore - Depictions of blood or the mutilation of body parts
  • Cartoon Violence - Violent Actions involving cartoon-like characters
  • Comic Mischief - Scenes depicting slapstick or gross vulgar humor
  • Crude Humor - Moderately vulgar antics, including ‘bathroom’ humor
  • Drug Reference - References to and/or images of illegal drugs.
  • Edutainment - Content of product provides use with specific skills development in an entertainment setting. Skill development is an integral part of the product
  • Fantasy Violence - Violent actions of a fantasy nature, involving characters in situations easily distinguishable from real life
  • Gambling - Betting like behavior
  • Mature Humor - Vulgar and/or crude jokes and antics including “bathroom” humor
  • Mature Sexual Themes - Provocative material, possibly including animated or photo-like depictions of the human body
  • Mild Language - Mild references to profanity, sexuality, violence, alcohol, or drug use
  • Mild Lyrics - Mild references to profanity, sexuality, violence, alcohol , or drug use in music
  • Nudity - Graphic or prolonged depiction of nudity
  • Partial Nudity - Brief and mild depictions of nudity
  • Sexual Violence - Depictions of rape or other sexual acts
  • Strong Language - Profanity and explicit references to sexuality, violence, alcohol or drug use
  • Strong Lyrics - Profanity and explicit references to sex, violence, alcohol, or drug use in music
  • Strong Sexual Content - Graphic depiction of sexual behavior, possibly including nudity
  • Suggestive Themes - Mild provocative references or materials Use of Drugs - The consumption or use of illegal drugs
  • Use of Alcohol - The consumption of alcoholic beverages
  • Use of Tobacco - The consumption of tobacco products
  • Violence - Scenes involving aggressive conflict

An Additional Word on Ratings

Often parents find that their assessment of many video games does not align with the ESRB evaluation. In 2002 the Kaiser Family Foundation noted that, “a study published in the journal Pediatrics found that a panel of parents often disagreed with ESRB assigned ratings for video games. The parents found one-third (33%) of E-rated games to be either questionalbe or inappropriate for 3 - 7 yearolds and 13% unsuitable for 8 - 12 year-olds. More than half (57%) of T-rated games were deemed by parents to be objectionable for 13 - 17 year olds.”

Taking Action to Protect Children

Look for games that are challenging and exciting without being violent.

Look for games that involve two players, to encourage cooperative play and socialization.

Rent games to preview before purchasing.

Set time limits on children’s total screen time (video games, television, video tapes, and internet surfing).

Consider keeping TV, video and computer games out of children’s bedrooms.

Talk with children about media violence making comparisons to real life:

If this were real life, how would people feel?
If this game were real life what would be the consequences of violence?
How would the perpetrators of violence be punished for their actions?

Consider asking local video store managers to:

  • post information on the ESRB system
  • seperate adult-rated and violent games from child-friendly one

Make your opinion known:

Share information on violence and video games with other parents and interested persons.

Write letters, send e-mails or make phone calls —
let companies marketing and selling violent media know what you like and dislike.

Are there additional resources available?

The Interfaith Center on Corporate Responsibility (ICCR) also encourages sending letters to leading retailers and renters of video games to find out what their practices are for preventing children from accessing violent computer and video games. Additional
information, a sample letter and corporations’ contact information can be found at www.iccr.org/issues/violence/featured.php (The PC(USA) is a member of the ICCR through its office of Mission Responsibility through Investment (MRTI) www.pcusa.org/mrti.)

Article: “The games kids play: Video Shootout”; The
Christian Century, May 4, 2004.


W e b s i t e s :
www.mavia.org/pdfs/videosmart.pdf
Here Mothers Against Violence in America post their booklet containing tips on how to become a videosmart parent. Sprinkled throughout this resource are provocative quotes from ads for video and computer games.

www.gamespot.com or www.gamespy.com sy.com
These and other similar sites provide ‘story lines’ for many video games as well as sample videogame screens

www.lionlamb.org (select media violence, then video games) This organization’s mission is to stop the marketing of violence to children; their guiding theme is,“violence is not child’s play.”

www.pbs.org/wnet/religionandethics/week639/cover.html# This link features transcript from a 2003 PBS Newsweekly, Religion & Ethics. This discussion centers around the pros and cons of marketing violent video games to children. The opinions of two male teens are also reflected in this interview.

http://www.mediafamily.org/ The National Institute on Media and Family is a resource site for research, and information about the impact of media on children and families. Their ‘kidscore’ ratings offer timely reviews of movies and video games.

W h y s h o u l d I c a r e ?

Violence (homicide, suicide, and trauma) is the leading cause of death for children, adolsecents and young adults, more prevalent than disease, cancer or congenital
disorders (American Academy of Pediatrics, 2001).

Because we believe that children depend upon adults for safety and security in a world that does not always value children...

A Vision for Children and the Church, 205th General Assembly,1993

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Decade of the Child
2001 - 2011

Child Advocacy Office
Social Justice Ministries

National Ministries Division
Presbyterian Church (USA)

 


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