Still, for every positive thing that happens in the realm of games in politics, there are about 5 more negatives. For example, in 2012, our own representative Frank Wolf submitted a bill to congress called the Violence in Video Games Labeling Act, which would require all video games rated E or above by the ESRB to contain a label reading "WARNING: Exposure to violent video games has been linked to aggressive behavior."
For those unfamiliar with the ESRB, it stands for the Entertainment Software Rating Board and they give all games sold a rating that goes from EC (early childhood), up through E (everyone), E10+ (everyone 10 and older), T (teen, recommended for 13+), M (mature, recommended for 17+), and AO (adults only, only sold to those over 18). Unlike the MPAA, which simply assigns a rating and moves on, the ESRB marks all rated games with content descriptors. For example, the M-rated game Halo 3 is rated M for "Blood and Gore, Mild Language, and Violence," while the M-rated game Dead or Alive: Extreme Beach Volleyball is rated M for "Gambling, Mature Sexual Themes, and Nudity." This allows parents to make more informed decisions about what games to buy for their children, as many parents are much more comfortable with violence than with sexual themes.*
As you can see, this label would apply to every game except those granted an EC rating. A game rated E is very unlikely to have any content that could be considered violent, so the warning would only serve to confuse consumers about the games they were buying, as seen in this mockup made by the author of this Joystiq article about the act, Jordon Mallory. Additionally, the "link" that the warning describes is a correlation between aggressive behavior and violent video game play. As we all know, correlation does not imply causation, and it makes sense that people who have aggressive dispositions would enjoy violent video games.
When you combine this with the fact that nearly every act of violence committed in this country gets blamed on the shooter's video game playing, it's clear that video games do not have a very positive reputation in politics. Even though I believe efforts like Games for Good are making huge strides toward getting mainstream acceptance of video games' ability to have positive effects, there is clearly a long way to go. The current bright side? It looks like it's going in the right direction
*As a side note, the ESRB was actually only created after the introduction of Mortal Kombat to arcades in 1992. Parents who considered all video games to be "for kids" and therefore kid-friendly were horrified to find that Mortal Kombat included very graphic and violent "fatalities" that players could perform. This led to the need for a ratings board to determine what games were appropriate for which age groups and allowed games to be marketed exclusively to adults, if they so chose.
Kelsey,
ReplyDeleteI agree that the label is very confusing. If I saw that label on a game, I would automatically assume there was violence in it. Actually, I did assume that when I saw the Hello Kitty picture before reading your post, which confused me considering it is Hello Kitty. Maybe they should only have that label on video games that actually have violence in them. Additionally, like you said, there is a link between violent video games and aggressive behavior, but it probably doesn’t cause it. I’ve played violent video games and I’m not aggressive at all. Aggressive people are probably going to be aggressive whether they play video games or not. However, violent games could desensitize people to violence, which could have an impact on a young person if they play them enough. I enjoyed reading your post. I found it interesting and very well written.
Thank you! I'm pretty sure there are several studies that show that violent video games can desensitize players to violence, but I'd argue that that's not really a bad thing. Doctors, military personnel, and many other people in high-stress situations need to be desensitized to this kind of violence or gore, and I think in various crisis situations, this kind of desensitization could actually help. After all, just because you don't gag when you see blood doesn't mean you don't realize that it's a crisis and it needs to be addressed with haste and empathy.
DeleteHi Kelsey,
ReplyDeleteI think that the game rating is very important because it will help the parents pick the appropriate games for their children. I agreed with you that games can help and harm children at the same time. Even with the nonviolent games, it could help children learn new things, but it could also make them addicted to the games at the same time. Playing games is not a bad thing until they are addicted to them, which could have a big impact on their lives. For the violent games, I strongly believe that they should not have created this type of games because they make the players think that violence is a cool thing and it is okay for them to do it in real life.
Hi Kelsey,
ReplyDeleteI loved your posts and I especially like this one because I completely agree with it. Politicians always seem to cause the most problems :/ However, I don't think having labels on everything is that big of a deal - if I see 'E' written on a game, I automatically assume that it's clean. It's just a matter of perception I guess. I don't necessarily think that playing violent games will cause violent behavior in kids because that's not something that happened to me, but I also don't think that it WON'T happen. These days, there are many aspects that influence our personalities, and gaming is one of them. If we stare at violent games for long hours, obviously we will get a little desensitized to such information. Shootings are happening literally every day and we hear about them all the time on the news; because people are hearing and seeing so much violence, they are desensitized and don't care as much they use to about such actions.