Children and Violent Video Games
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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)
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Early Childhood (EC) titles have content
suitable for children three and older
and do not contain any materials
parents would find inappropriate. |
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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. |
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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. |
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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. |
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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. |
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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

Decade of the Child
2001 - 2011

Child Advocacy Office
Social Justice Ministries
National Ministries Division
Presbyterian Church (USA)