Thursday, January 17, 2013

Violence in Video Games

In the coming days Vice President Joe Bide, along with Congress have been asked to review violence in the entertainment like TV shows, movies and, probably the most scorned, video games.  This is all in lieu of tragic mass shootings across America, most notably the Sandy Hook shooting where 20 children and 6 adults were killed.  Being that I’m a current student at VFS, a school with a game design program, and a former employee of GameStop, I felt like I had to chime in on this topic.

                First off, it’s important to note that the heat the entertainment industry is getting for violence is not an old argument.  The video game industry in the United States went through the same discussion in 1993 with games like Mortal Kombat.  It was that conversation which birthed the ESRB, the current rating system for video games in the states.  Not only is this not an old argument the video game industry has had to deal with, but it’s one that almost all “new” media face at some point in their growing popularity.  In the 50’s, comic books faced the same fate currently facing the gaming industry, where congress met to discuss the value and “damage” of comic books.  It also happened to jazz music, and rock music, among other things. 

                So if we can all admit that this is a common occurrence for new types media, what’s the problem?  Grand Theft Auto IV has sold over 25 million copies, and the Call of Duty franchise continually breaks records with the amount of users active and copies sold. How can an industry be blamed for the actions of a few individuals, and more importantly, how do you determine the catalyst for these actions?


                The biggest shift that I think needs to happen for video games as a culture is to understand that video games are not just for kids anymore.  Classic games like Super Mario and The Legend of Zelda were definitely intended for children, but I don’t think I need to convince anyone that there a some games being released that are not for everyone, so why isn’t that being reflected by who’s playing it.  In 2012, the Entertainment Software Association reported that the average age of video game players is 30, a statistic much higher than one might expect. M rated games (as rated by the ESRB) are intended for ages 17 and older, yet when I play Call of Duty I regularly play with children who are most of time, still in Junior High.  This is fundamental flaw not in the game industry, but in parenting.  There needs to be accountability of parents when it comes to the media their children are consuming.  I’m a 21 year old adult; I can psychologically handle the mature content of media and I am capable of differentiating between these fictional game environments and reality. That might not be the case for the majority of children whom the ESRB have determined a game is too mature for. In the end, only a parent or guardian can make the final say whether or not their child is mature enough to play a particular game, however parents need to realize the significance of the choices they make.  

As a former employee at GameStop, I was required to ID everyone purchasing an M rated game, as well as inform them why it was given such a rating. Often times the reaction most parents had after informing them of the Mature rating on the game they’re purchasing for their child, they’d say, “well, they’re gonna see it somewhere.”  This is wrong! Trust the ESRB! If they have determined it isn’t appropriate for your children, trust they have made that choice for a reason.  

                Violence in video games and its association with violence in society is fair question to ask, however it’s not fair that they are painted to be a sole catalyst.  In the wake of horrific mass shootings people will look to just about anything to scapegoat and I fear that this entertainment and artistic medium that I love might be changed and damaged because of hastily made decisions in a time of heartbreak.  I don’t want to see the government regulating what can and can’t be done in video games. Of course there is some material that I don't find palatable, however I don't think it's up to a few individuals to make that choice for the entirety of an industry. Countries like Germany and Australia already have government intervention, and it’s not a fate I’d like to see in US.  The issue of violence needs to be addressed and researched by mental health organizations and improvements need to be made in recognizing individuals that need help. Video Game development is an art form and while some games might be shallow and violent, there are numerous other games out there to give individuals a magical, compelling, and beautiful experience.



The above video is owned by Sony Online Entertainment.

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