Posted By Robert G. about 4 months, 1 week ago
Editorial: The Ghost of Video Game Violence,
October 7th, 2005. In the throes of the Autumn weather, then Governor of California, Republican Arnold Schwarzenegger, signed two bills into law. The bills in question were California Assembly Bills 1792 and 1793–more commonly known as the video game ban bills. The two bills, pushed forth by then California State Assemblyman, Democrat Leland Yee, would explicitly place the sale of violent video games as a criminal offense in California, as well as require M-rated titles to be segregated from E-T titles, according to the ESRB labeling system.
The bills passed, but were never implemented, as in December 2005, California Judge Ronald Whyte deemed them unconstitutional, which forced the legislation to reach the United Stated Supreme Court. There, in 2011, The U.S Supreme Court, in a 7-2 decision, would grant first amendment freedoms to video games, guaranteeing the same protections as film, music, and other forms of media against unconstitutional practices. This has not stopped many from attempting to counter the legal progress the gaming media now enjoys. Time and again the specter of video game violence is raised by the buffoonish necromancers that read the tea leaves too closely, the Jack Thompsons of the world that give no credibility to their cause. And yet, the ghost lingers still, thanks to the tragic events of Newtown, Connecticut.
The tragedy at Newtown saw a gunman, whose name is unimportant, murder 26 human beings, including 20 children. Since then, the political boiling pot has reached a fever pitch, inciting a fervor for or against the curtailing of gun control unlike any the U.S has seen before. Once again, video games have come under fire as a possible reason why the gunman decided to murder the likes of victims Noah Pozner, Dylan Hockley, and Rachel D’Avino.
Recently, Vice President Joe Biden met with industry leaders regarding gun control, an action that some criticized as admitting we are part of the problem. Biden was quick to state that they are not trying to single out anyone specifically, as other groups, such as the National Rifle Association, were also contacted to discuss ways to promote gun control. In the interum, President Barack Obama has proposed that the Center for Disease Control (CDC) investigate the psychological effects of violence, effectively lifting a ban on studying gun violence that was in place for nearly a generation.
What the CDC will find is anyone’s guess, but that has not stopped this ghost from returning. The NRA has criticized the medium as the root cause for gun violence and having too much violent content, shrilling that the industry is a “callous, corrupting shadow industry that sells and sows violence against its own people.” House Representative Diane Franklin (R-Mo) of Missouri has recently proposed a “violent video game tax” based on their ESRB ratings, which would cause all games rated T-AO from the ESRB to be taxed for violent content. And let’s not forget Leland Yee, the man who proposed the video game ban bills back in 2005. Yee, a former Child Psychologist, recently stated that “Gamers have no credibility in this argument. This is all about their lust for violence and the industry’s lust for money. This is a billion-dollar industry. This is about their self-interest.”
Since then, Yee has of course apologized for his comments, stating he has respect for gamers but “the industry has profited at the expanse of children.” The stark and direct language, often condescending towards those within the industry, no doubt will invoke the wrath of many. In fact, numerous critics have already responded with their typical disdain, replying back with myopic, passive-aggressive language to convey their own frustrations for retreading old ground. Yet, we don’t have to say anything in the end, thanks to the U.S Supreme Court giving games the same protections under fire.
The spirit of these arguments will never die, of course. That is expected. But with legal precedent set and psychological studies showing inconclusive evidence towards the claims made by video game violence critics, the fight is much easier to weather. It also helps that the video game industry is just as reactive. One could even argue that the influx of violent games and first-person shooters is itself due to an already present culture of violence glorification. Kate Edwards, president of the International Game Developers Association (IGDA), puts it more succinctly:
Developers consider many complex social issues that may arise in their games. On the issue of violence, I think most game designers are cognizant of the role that violent actions serve in their games’ stories, very similar to how a film’s scriptwriter or a book’s author leverages such acts to serve the stories they wish to tell. Having worked on many major game titles over the years, I can attest firsthand that the writers, designers and developers are usually very conscientious of their craft and how certain actions — violent or not — serve the purpose of their games.
I think in the broader context most people would agree that they have to be true to their artistic vision as part of a broader creative expression of our culture. The decision to accept or reject that artistic content is at the discretion of a consumer’s own preferences, or if they’re young, at the discretion of their parents to decide what is appropriate.”
Excess is obvious all over the gaming industry, where wanton, random acts of violence paint the whole art form in a negative light. Slaughtering waves of colored bad guys in Uncharted is given a pass because it becomes a game conceit, despite the somewhat audacious notion that so many bad guys would exist in such an impossible scenario. Manhunt also comes to mind as a game that adheres to this decadence as being excessively violent, and downright exploitative, because of its primary design directive. And yet, for every Manhunt, there is a Spec Ops: The Line, a game that utilizes its “violent nature” to not only service its story arc, but to examine the “fun” of violence in a video game, and communicate the fact that it shouldn’t be fun at all.
We have seen many positive examples of violence, despite their content, on the surface, being negative. Call of Duty: Modern Warfare 2’s famous “No Russian” mission can be seen as how cold and troubling violence is, callously shooting bystanders in an airport to keep up appearances with Russian nationalists. In 2009 it was a harrowing scene, one that even Infinity Ward was cautious about to the point of making the scene skippable if the player wished it. It was a calculated risk, a moment to show how terrible violence can be, and it was done tastefully in one of the very same games where many detractors would cry out against its excessive content.
Not to mention the plethora of games that are without violent content, but immensely popular with the gaming audience. Nintendo’s entire catalog is devoid of bloodshed, yet many of their games are predominantly among the top-selling games each year. Sports titles and other simulators abhor violence and favor the realistic representation of our favorite pastimes. And many role-playing games can have you bypass violent behavior all-together. Fallout: New Vegas is a recent example, where your words and wits can be effective weapons over guns and grenades.
Many of those titles above are the unsung heroes of the gaming industry, due to the stigma of being too casual or a pure simulation. Yet, many of them offer the chance to unwind in ways that Call of Duty does not. They can be as fun as the latest Modern Warfare, without the bloodshed required. In fact, in 2012 the top ten video games sold across each platform contained equal representation of non-violent titles. Just Dance 4, Madden, even Lego Batman 2 were in the mix, all of them perfectly viable titles that detract from the generalization that gaming culture is too violent.
It would be easy to lambaste people such as Leland Yee or Diane Franklin for “not getting it.” But their concerns, correct or not, are just as valid as ours. Many people are afraid of what they see as a scandalous cultural issue, but whether they are right or not is not the question we should be asking. If Yee and Franklin were to look at the whole picture, to examine the issue with a wider lens, then they would see that this ghost of video game violence is truly transparent. That there is no solid evidence that supports it, no preceding case that defines it, and ultimately, no legal power to convict it.
This is, of course, a two-way street, one where we, as a community, must respect people such as Mr. Yee and Ms. Franklin, who should in turn respect the rights that video games have finally earned from the Supreme Court. Politicians and psychologists should work with the artists, game makers, and the community at large to uncover a deeper meaning to these violent tendencies. If a mutual understanding between the two groups can be found, perhaps the idea of video games as inherently violent will be exorcised for good.
Sources: Polygon, Supreme Court Decision, SF Gate, Gameinformer

“Blame Kanada, Blame Kanada…” Violence is everywhere, books, TV, computer games etc. In many ways books are much more dangerous than gaming. Images in our minds are much more powerfull than those in outside world. The problem is gaming gives us false feeling of choice. Players are just like slaves who think they can do whatever they want but the truth is that creators let you do what they want.
The only reason Video Games came under fire was because Faux News instigated a witch hunt by releasing the WRONG NAME (or any name at all for that matter) of the killer, which happened to be his Brother’s (and other people similarly named). People found his Facebook page and saw he liked Mass Effect 3′s page.
And thus began the shitstorm against Gaming from the “turn in your violent (media) games for a coupon” bullshit to the current idiocy in our governmental institutions and figures.
Games didn’t start this, it wasn’t even connected to the actual killer. It’s been wrongly accused and as such slandered hardcore.
Also to boot, how come this sudden “concern” didn’t happen BEFORE the shootings? It started after, thus giving the clear perception that no one gave a flying fuck about gaming “turning our children into killers” save for jack thompson and the drones at Fox News.
There is one reason I can’t give respect to people like Leland Yee: they are in the position to act on their misconceptions. I won’t deny there are two sides to this argument, no side completely wrong (with one side being more wrong than the other perhaps). However, whereas video game defenders can only use their words, logic, and research to argue their position, politicians against video games can act against games without heeding gamer’s words. They are uninformed on the research and are basing their arguments on bias against gamers. Being in a position of power, it is critical that they understand an issue before acting on it (insert Spider-Man quote here), but they apparently are not being responsible in this case. I cannot respect anyone who does not respect the other side’s words.
As long as parents suck at parenting and use TV and games to raise their kids, they will always be the target of scapegoating. It’s never going to go away, even music, an art-form thousands of years old, still gets trotted out now and then as something to point at and say “it’s corrupting our kids.”
Its actually on of the things about American culture that really bugs the crap out of me. They really enjoy blaming their own culture for things like massacre A and B but have curious selections of what they blame.
I read a lot from the Time website, and a fair bit from Joe Klein so I know what’s happening in U.S. Politics. It threw me when he was blaming chunks of American society (The atomization of society and etc)he randomly assigned blame to violent video games as a corruptive influence. No basis for that argument besides that the U.S. loves to play up the influence of the media (referring to films etc more then News Media)on how people think.
No thought is given in Parental or political spheres about the U.S ideal of the gun as a force of freedom and Independence (given how inter bound it is with the U.S. War of independence) or how committing a massacre is a easy way to become notable (which was at least part of the motivation of the columbine killers).
I guess the conversation on the influence of videogames is easier then one on the national character or myth.
Sadly, in times of crisis, people look for a scapegoat; something to blame, whether the blame is warranted or not. In their grief, they lose perspective, focusing on the relative handful of crimes and victims. They forget or ignore the fact that millions of people enjoy [insert evil-of-the-day here] and don’t hurt anyone in the process.
Worse, they cry out to the politicians, “DO SOMETHING!” Then the politicians try to do something, because they don’t want to be perceived as doing nothing. And so we end up with more legislation.
I sympathize with the victims of violence, but violence always has been and always will be part of being human. This country is supposed to be about having the freedom to do what you want as long as you’re not hurting anyone else. But then when something does happen, some people have no problem giving up someone else’s rights in the name of safety.
The only way I can see this problem being addressed, without compromising what we’re supposed to stand for as a nation, is with better parenting. Parents need to be more involved in their child’s life and make sure the message gets across as that what happens in fantasy needs to stay in fantasy. You can try to keep guns out of the hands of the disturbed with background checks and evaluations, but some are always going to slip through the filter or go crazy after the fact.
And at that point, I think all we can do is a society is just recognize that life is dangerous and bad things happen, and strive to move on.
One of the things that bugs me, is when to condemn excessive violence in videogames that games like Manhunt are used as an example.
We don’t judge film’s artistic and cultural merit with films like A Serbian Film or anything from the exploitation genre, because they aren’t representative of the medium. Manhunt I feel comes under the category of game that seems to be a equivalent of an exploitation film.
Its bizarre that people can judge videogames on the basis of the lowest of exploitative dreck in the medium, without taking into consideration the games that constitute the medium’s highest achievements.
Well said. Such a discrepancy shows that games are still not considered a genuine art form, or at least a genuine medium, in the eyes of the mass public, since they take the lowest of our medium as examples of the quality of the medium as a whole. I hope that can change soon with the mass video game market nearly reaching 50 years of age, just as the film industry was starting to establish respectability around it’s 50th year of existence.
P.S. I accidentally clicked disliked for you post. Sorry about that!
People who write bills like that create problems, where there were none. They whine and complain, while not actually doing anything. Those people are the reason we cannot have nice things.