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Plaintext
1628 lines
94 KiB
Plaintext
GwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwDGwD
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G G
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w _____ ____ 1 333 888 "Bloodsport and Bildungsroman - Minors' w
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D // | \ 11 3 8 8 First Ammendment Right of Access to D
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* || ____ | || | 1 333 888 Violent Gaming" by Yancey Slide *
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G || || \ / | || | 1 3 8 8 issue #138 of "GwD: The American Dream G
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w \\___// \/\/ |____/ 111 333 888 with a Twist -- of Lime" ***** 12/31/03 w
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Current Controversy
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The field of computer and video gaming is one of the largest and fastest
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growing segments of the entertainment industry.1 As the field grows, its
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growing pains as a nascent industry are compounded by an ongoing debate over
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the content of popular games and control over access to those games by minors.
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The controversy, which has also enveloped violent and sexually explicit movies
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and literature, is compounded both by the particularly interactive nature of
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computer and video games and by the relative infancy of the medium. The core
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questions surrounding the impact of violent entertainment in more traditional
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media - its effect on children and the possible cultural desensitization to
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violence and licentious behavior - are paired with a new question: does the
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interactive nature of electronic gaming constitute a substantive difference
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that sets the new medium apart from the traditional calculus of First
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Amendment freedoms or should electronic gaming be regulated under the same
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framework that governs violent and explicit films and other traditional media?
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This question has been answered to varying degrees by the gaming
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industry, by state and local legislatures, and by the courts. Game developers
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and publishers have adopted a self-regulatory ratings system similar to that
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used by films.2 The legislative response to the perceived threat of violent
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gaming has been more stringent, often rejecting self-regulation and opting for
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stricter regulation. States and municipalities have been experimenting for
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several years with a variety of laws designed to curtail minors' access to
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violent games.3 These legislative efforts vary widely in the scope of their
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coverage but regulate access to violent and explicit interactive games
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separate from, and more strictly than, more traditional media.4 Federal
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district courts, responding to First Amendment challenges to these
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regulations, have had a mixed response; initially, two high-profile challenges
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to access regulations were rejected by district courts before both cases were
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reversed by their respective circuits.5 In response to the seemingly clear
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position taken by appellate courts, district courts are receiving First
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Amendment challenges to access regulation more warmly.6
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Despite this ongoing caselaw development and the seemingly unambiguous
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position of the Seventh and Eighth Circuits, the legislative effort to
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restrict access to electronic games continues apace. The "Protect Children
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from Video Game Sex and Violence Act of 2003," currently pending before the
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House Subcommittee on Crime, Terrorism, and Homeland Security, criminalizes
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retailing or renting any video game that "depicts nudity, sexual conduct, or
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other content harmful to minors."7 The bill has generated a great deal of
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cultural and media controversy; the grassroots Lion and Lamb Project, an
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organization dedicated to promoting nonviolent entertainment, is organizing
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supporters of the resolution.8 Other influential commentators, such as the
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editorial staff of the Boston Globe, are also reaching out to encourage the
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legislation.9 At the same time, leading pundits such as the libertarian Cato
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Institute vilify the act as "none of government's business."10
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The ongoing debates among pundits, courts, and legislators may stem from
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a more fundamental controversy over the nature of interactive electronic
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entertainment. As electronic games become more prevalent and the industry
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grows, there is a critical need for a solid understanding on the legislative,
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legal, and cultural levels as to what regulations appropriate and
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Constitutionally permissible. This, in essence, is the most important set of
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issues surrounding electronic gaming: how it relates to more traditional
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media and whether it can and should be regulated in the same ways. The
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practical controversy emerging from this issue is whether the positions taken
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by the Seventh and Eighth Circuits are correct, and whether they should be
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adopted nationally. The ongoing debates over access regulations provide an
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effective measure for these questions, which are not likely to be definitively
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answered in the near future.
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Industry and Cultural Setting
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The electronic gaming industry is rapidly increasing in size and even
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more rapidly increasing in prominence and public visibility. The industry's
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representative association, the Entertainment Software Association, estimates
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that sales more than doubled between 1995 and 2002.11 The Association claims
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that the industry is growing at 15% annually, faster than the 6% rate for the
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U.S. economy overall and "a faster rate than other major American industries
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including: motion picture production, distribution and allied services;
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amusement parks; consumer electronics manufacturing; and physical fitness
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facilities."12 The economic statistics are impressive and undeniably reflect
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an enormous growth in the field, but the impact and prevalence of electronic
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gaming may be better assessed with the Association's calculation of the
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industry's cultural saturation.
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A January 2003 poll conducted by KRC Research for the
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ESA showed consumers plan to keep spending on computer
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and video games in this year, with 41% of all
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Americans, and almost two-thirds (63%) of parents,
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saying that they plan to purchase at least one game in
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2003. In addition, a majority of Americans (56%) under
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the age of 45 plan to buy at least one computer or
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video game this year; while 37% of 45 to 54 year olds,
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and 26% of adults ages 55 to 64, also plan to buy at
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least one game this year.13
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These figures, if accurate, reflect the tremendous amount of exposure that
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electronic gaming, once a niche industry, has acquired.14 The numbers also
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suggest the level of penetration the industry has achieved; forty-one percent
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of Americans are buying enough games to provide two for every household in the
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United States.15
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Industry statisticians seem to be consciously using the demographics of
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gamers to dispel popular images of game players as predominantly underage and
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overwhelmingly male. The ESA notes in the top three of its "Top Ten Industry
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Facts" that of the fifty percent of Americans who play electronic games, the
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average age is twenty-nine and thirty-nine percent are women.16 Almost all of
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the industry facts and press materials presented by the industry association
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are intended to counter unfavorable perceptions and promote an image of a
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conscientious industry. The ESA notes that sixteen of the top-selling games
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in 2002 were rated "E" ("content that may be suitable for persons ages 6 and
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older") or "T" ("content that may be suitable for persons ages 13 and
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older").17
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The statistics presented by the industry vary slightly according to the
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schism between computer and video games, highlighting a crucial aspect of the
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electronic entertainment industry.18 While the largest publishers and content
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creators often distribute games across platforms, the majority of computer and
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electronic games exist solely in the niche for which they were created. The
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computer gaming market takes broad advantage of the multiplicity of peripheral
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devices that exist to support personal computer software but also contends
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with the relatively expensive costs of maintaining an up-to-date personal
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computer. Video gaming consoles, while less flexible than personal computers,
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can support cutting-edge games at a much lower cost due to the dedicated
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nature of the hardware.19 The specialization of the hardware also means,
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however, that many publishers of video games cannot afford the costs of
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publishing a title outside of a specific console, and comparatively few games
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are published for both a console system and personal computers.20
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The effect of this dichotomy is to create two similar markets that cross
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in many places but are substantially different in key areas. Computer gamers,
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as distinct from video gamers, tend to be older and are becoming a sexually
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mixed demographic. Video games are still largely the province of younger
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consumers, and the population is overwhelmingly male.21 The split may
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contribute to the uneven distribution of violent and explicit content: the
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top two best selling games of 2002 in the video game market, "Grand Theft Auto
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3" and "Grand Theft Auto: Vice City" are both rated "M" for Mature.22 By
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contrast, none of the top ten best-selling computer games for the same period
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were rated for mature content.23 The disparity in content may reflect the
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more mature tastes of the somewhat older computer gaming market. It may also
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reflect the generally more complex nature of computer games, which take
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advantage of the broader range of input devices and peripherals available to
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the more complex host machines.
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The disparity in violent and explicit content between these markets is
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not taken into account by any of the current or pending legislative efforts to
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ban minor access. Most bills lump computer and video games together into a
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monolithic electronic gaming category or fail to acknowledge any distinction
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whatsoever.24 The most recent legislative efforts to attempt a nuanced
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control of distribution distinguish between genres rather than markets. In
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California, a freshman state assembly member is planning to introduce
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legislation restricting the sale of games "that visually depict serious injury
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to human beings in a manner that is especially heinous, atrocious, or cruel"
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to minors.25 The proposed legislation, according to press reports, focuses
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especially on "first-person shooter" games, "in which the player operates
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through the eyes of the character."26 This distinction would be extremely
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difficult to make in a legislative context; the two top-selling video games of
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2002, both titles in the "Grand Theft Auto" series, are both violent and
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sexually explicit but would fall outside of the "first person shooter"
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distinction as the player observes the character from an over-the-shoulder
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third person perspective.27
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The persistent legislative effort to reign in violent and explicit games
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stems from a pervasive and extremely common perception that such media is a
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strong negative influence on minors. There is a plethora of sociological data
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and evidence supporting this view, as well as the opposite contention that
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violent and explicit games have little effect, or no more so than movies, on
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underage consumers. A recent note in the Indiana Law Review provides a useful
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primer on the latest arguments that the gaming industry has a deleterious
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effect on minors.28 The contrary case is made by the libertarian Cato
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Institute, among other sources: "[T]here's little evidence of a link between
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video games and aggressive youth. While the video game industry was exploding
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between 1994 and 2000, juvenile (ages 15-17) violent crime arrests dropped by
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44 percent and young adult (ages 18-24) violent crime arrests dropped by 24
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percent, according to the U.S. Department of Justice."29 The most that can be
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said for the conclusiveness of the research is, as Phillips notes, that "there
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is little consensus on the effect of violent games," and "`[t]he empirical
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literature on the effect of exposure to video game violent [sic] is
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sparse.'"30
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The sparseness of data on the effect of exposure to game violence leads
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inexorably to an editorial tone to any commentary on the subject. One of the
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most commonly cited and prolifically outspoken sources on the injurious
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effects of licentious electronic games is Lt. Col. David Grossman, a
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self-described "killologist" and author.31 Lt. Col. Grossman's theories on
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the effects of violence in electronic games are widely disseminated and used
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in support of legislative efforts to bar minors' access to the type of
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material he questions. Virtual Violence highlights one of the core arguments
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of the somewhat pseudoscientific theory:
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Applying his knowledge of killology to violent video
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games, Grossman has discovered a "phenomenon that
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functions much like AIDS," which he labeled "AVIDS--
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Acquired Violence Immune Deficiency Syndrome."
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Grossman explains that while AIDS has never killed
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anybody, "[i]t destroys your immune system, and then
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other diseases that shouldn't kill you become fatal."
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Similarly, while violent video games do not kill
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people, "they destroy your violence immune system and
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conditio[n] you to derive pleasure from violence. And
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once you are at close range with another human being,
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and it's time for you to pull that trigger, Acquired
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Violence Immune Deficiency Syndrome can destroy your
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midbrain resistance."32
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In addition to the academic application of Grossman's work, he and the
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Killology Research Group, which distributes much of his writing, are active in
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courting media appearances.33 The effect is to provide significant support to
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grassroots efforts to restrict gaming access. Grossman's writing is cited
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approvingly by such active organizations as The Lion & Lamb Project.34
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Grossman's work is also used as fundamental research underlying the
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annual "Report Card" issued by the National Institute on Media and the
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Family.35 The level alarm exhibited in their reports has increased markedly
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since they began in 1998. The first report focused mainly on the effects of
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violent games, exhibiting Grossman's research and mentioning the prevalence
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and preference of youths for such entertainment only in passing.36 By the
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2001 report, the authors had become concerned with nascent reports of
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"compulsive" game playing in minors:
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While research on compulsive video game playing is just
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beginning, some disturbing trends appear to be
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emerging. There is some empirical evidence suggesting
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that perhaps as many as one in five adolescents who
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play video games may exhibit symptoms of compulsive
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game playing. . Compulsive game playing is something
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that will bear closer attention.37
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By the 2002 report, reports of compulsive behavior had become a warning of
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rampant addiction, based on the same empirical research cited in the previous
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year's report. "Estimates of the numbers of addicted children and adolescents
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vary, but studies are beginning to show patterns of play behaviors that are
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similar to other addictions. In a study of 387 12- to 16-year-olds, 20 percent
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were classified as currently addicted to playing computer-based video games,
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and one in four adolescents had been addicted at some point in their lives."38
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The report warns of the dangers of the perceived epidemic of addiction,
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pointing to a media account of a suicide blamed on computer game addiction.39
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The figures and theories at the forefront of the cultural resistance to
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violent and explicit games have created a vibrant backlash from media and
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academic sources as well as from the gaming industry.40 One of the leading
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critics of the use of scientific studies to justify access restrictions is Dr.
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Henry Jenkins, who argues that the usage of poorly construed studies is driven
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by politics rather than science.
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The field of "media effects" research includes around
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300 studies of media violence. But most of those
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studies are inconclusive. Many have been criticized on
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methodological grounds, particularly because they
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attempt to strip complex cultural phenomena down to
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simple variables that can be tested in the laboratory.
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Most found a correlation, not a causal relationship,
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which means they could simply be demonstrating that
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aggressive people like aggressive entertainment.
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Only about 30 of those studies deal with video games
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specifically. And if you actually read the reports,
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most responsible researchers are careful to qualify
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their findings and are reluctant to make sweeping
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policy recommendations. None of them buy a simple
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monkey-see, monkey-do hypothesis. But the activists
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strip aside any qualifications, simplifying their
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conclusions and mulching together all of those
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contradictory findings. What they want is the aura of
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scientific validation, since that provides cover to all
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of their liberal allies who wouldn't support the Moral
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Majority but love to sound off about cultural
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pollution.41
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Dr. Jenkins further illustrates the cultural clash between critics of violent
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and explicit games and himself by detailing an on-air confrontation with
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Daphne White, a representative of The Lion and Lamb Project, as a guest on
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"Donahue."42 Challenged to defend "Grand Theft Auto 3," Jenkins replied:
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This isn't a virtual shooting gallery. Unlike earlier
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video games that give you no way forward except to
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slaughter everything that moves, this game offers an
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enormously expansive and responsive landscape. Certain
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plot devices cue you about possible missions, but
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nothing stops you from stealing an ambulance and racing
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injured people to the hospital or grabbing a fire truck
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and putting out blazes or simply walking around town.
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This open-ended structure puts the burden on you to
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make choices and explore their consequences. If you
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choose to use force, you are going to attract the
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police. The more force, the more cops. Pretty soon,
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you're going down. GTA3 is only as violent as we choose
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to make it and, used wisely, the game can tell us a lot
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about our own antisocial impulses. White dismissed all
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of this as "purely technical."43
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Challenged by White to identify games with positive effects, Jenkins points to
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several titles designed to both force players to make ethical choices and to
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present their effects in the game. This theme is echoed in Dr. Jenkins'
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comments in the context of an interview with Penny Arcade, a popular online
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comic strip and commentary forum primarily dedicated to computer and video
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gaming. He argues that even the most violent games have redeeming factors,
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and that the industry is intentionally engaged in designing titles that raise
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significant issues.
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[G]ame designers are also in the business of the long-
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term development of their medium and long-term profits
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depend upon them diversifying their audience and
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achieving a certain level of artistic accomplishment
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with their games . When I play Grand Theft Auto 3 and I
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take out a baseball bat and bludgeon a whole bunch of
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people, I have to say that I did that, because I had
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the choice not to do that. We should get games to the
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point where the players are reflecting on the choices
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they make. "Black & White" is another example of this,
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everything you do has consequences based on your
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choices in that world.44
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The industry, as indicated by the prevalence of such design decisions, is
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reacting to the concern over violence in games by incorporating that
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discussion into the product itself. The initiative and the spirited discourse
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it produces in the real world suggest strongly that games can and do
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communicate significant ideas through their design.
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The discussion as to the role of gaming in informing and highlighting
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ethical and moral quandaries is complex and prevalent in many commentaries.
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It is eclipsed, however, by the vehemence and vitality of the debate over
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whether games are harmful to minors and whether minors should have their
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access to such products curtailed. The current state of this dialogue among
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popular commentators, and in many ways among academics and legislators, is
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perhaps best expressed by the artists and pundits of Penny Arcade:
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(45)
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The ongoing debate is obviously intense and often lively, driving the debate
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over a variety of access-restricting laws and gaining strength and speed from
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the judicial response to those efforts.
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Legal Setting
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The predominant cases controlling the question of access restriction to
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violent and explicit games are the Kendrick and IDSA lines of cases, in which
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laws in Indiana and Missouri were upheld by district courts before being
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overturned by their respective circuits.46 The logic the district courts
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followed varied; Kendrick I and IDSA I are sharply varying decisions with
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respect to the tack and depth of their reasoning. Each highlights a
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significant vein of thought in the battle over the characterization of
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electronic games as protectable free speech. The associated appellate
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opinions overturning each of the district rulings set the prevailing climate
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in this characterization. The cases are critical to an understanding of the
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state of the law with respect to restricting minors' access to violent and
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explicit games and are deserving of individual analysis.
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Kendrick I and II
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The first case to solidly address minors' rights to access violent and
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explicit games under the First Amendment was Amusement Machine Association v.
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Kendrick. Although reversed by the Seventh Circuit, it pursued in many ways
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the most in-depth analysis of the issues at hand. Its reasoning was briefly
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addressed but ultimately rejected by the IDSA I court but has helped to inform
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more recent attempts to install legislative barriers to game access.
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Plaintiffs in Kendrick I sought to overturn a local ordinance barring
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"the display and operation of coin-operated amusement machines (primarily
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video games) deemed `harmful to minors' if they include either `strong sexual
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content' or `graphic violence'" as defined by the ordinance.47 The plaintiffs
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sought, and were denied, preliminary injunctive relief on the theory that the
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restrictions on violent material were unconstitutionally vague content-based
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speech restrictions.48 The plaintiffs, manufacturers of the games in
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question, were successful in having the ordinance stayed pending appellate
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review of the ruling; that review vindicated their position.49
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The court begins with a lengthy analysis of the ordinance in question
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before moving on to its two core issues.50 This analysis is worth noting for
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two reasons. First, the ordinance in question applies solely to publicly
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situated games; in practical terms, to coin-operated arcade games.51 This
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narrow approach of the ordinance does not diminish the significance of the
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ruling or its logic, as the reasoning there is equally applicable to video
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and computer games sold or rented for use in the home.52 The analysis also
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notes that there was a surprising amount of legislative history attached to
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the ordinance and gives some indication of what that material included. The
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opinion indicates that in addition to public commentary from parents' groups
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and industry representatives, "several reports on the subject of children and
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violence in the media were made available" to the Public Policy Committee of
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the City-County Council of the City of Indianapolis and Marion County.53 The
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inclusion of this material in the debate preceding enactment of the ordinance
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indicates the impact of commentators and organizations such as those described
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above; the industry and cultural setting of electronic entertainment has a
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significant real-world effect on such regulatory legislation.
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The district court extracted two central issues from the controversy in
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Kendrick I. The underlying issue, which the court disposed of relatively
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quickly, was the question of whether violent electronic games could be
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construed as a form of expression protected by the First Amendment.54 While
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the court did not find this to be a difficult issue, itsreasoning later became
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significant in the IDSA line of cases. Second, the court addressed whether
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the obscenity standards espoused in Ginsberg v. State of N.Y. were applicable
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to a regulation of violent electronic games.55 This issue, reflecting the
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bulk of the opinion, is less important given the Seventh Circuit's dismissal
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of the reasoning. The district court's application of Ginsberg does
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illustrate, however, the sophisticated reasoning being applied to such
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regulatory efforts.
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The underlying characterization of the district court's ruling is nuanced
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if ultimately unpersuasive. It provides a brief but thorough listing of cases
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from the 1980s characterizing the expression inherent in games. Among other
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state supreme court opinions, the Kendall I court identifies a pair of 1983
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Massachusetts Supreme Judicial Court opinion rejecting arcade games such as
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"Mrs. Pac-Man," "Donkey Kong," and "Zaxxon" as protected expression.56 The
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Massachusetts court opined in a related case, also cited by Kendall I:
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From the record before us, it appears that any
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communication or expression of ideas that occurs during
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the playing of a video game is purely inconsequential.
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Caswell has succeeded in establishing only that video
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games are more technologically advanced games than
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pinball or chess. That technological advancement
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alone, however, does not impart First Amendment status
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to what is an otherwise unprotected game.57
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This holding was characteristic of similar cases that arose and were disposed
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f in the 1980s in several states.58 The court recognized that these cases no
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longer reflected an adequate approach to contemporary games, given the
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striking evolution in technology and design.59
|
|
The field was left fallow during the 1990s, with few cases arising to
|
|
address the speech characteristics of games.60 This left Kendrick I itself as
|
|
the first on-point challenge to the prevailing logic that games were, at most,
|
|
in a gray area of jurisprudence possibly outside of the First Amendment.61
|
|
The technology behind the regulated games had matured greatly, and the
|
|
Kendrick I court properly approached the issue as a novel case, separate from
|
|
(although perhaps informed by) earlier cases predicated on vastly simpler
|
|
games. The court noted that the prevailing standard promulgated by the
|
|
Supreme Court required nothing more than a loose analysis particular to the
|
|
medium. "Each medium of expression ... must be assessed for First Amendment
|
|
purposes by standards suited to it, for each may present its own problems."62
|
|
With this charge in mind, the court focused primarily on the plaintiff's
|
|
presentation of the "Gauntlet" series of games as an example of protectable
|
|
speech in the medium. Although the plaintiffs merely described, rather than
|
|
demonstrated, the game to the court, it found that the simplistic plot
|
|
(summarized in a single brief paragraph) along with the visual art could
|
|
constitute protected material.63 Similarly, the court noted that other games
|
|
discussed by the parties contained elements of plot and character that
|
|
indicated "at least some degree of First Amendment protection," which the
|
|
defense conceded.64
|
|
Having determined that some games indisputably carried First Amendment
|
|
protection, the court proceeded to analyze several games which the city
|
|
contended did not. These included, notably, "first person shooter" games of
|
|
the genre most commonly identified as harmful by activists.65 Pointing out
|
|
the limited plot elements and other speech characteristics of such games as
|
|
"Ultimate Mortal Kombat 3," "Maximum Force," and "The House of the Dead 2,"
|
|
the court found that some of the regulated games did not rise to the level of
|
|
protected speech. "The court has no difficulty determining that any speech
|
|
elements of [such games] are relatively inconsequential--perhaps even so
|
|
inconsequential as to remove the game from the protection of the First
|
|
Amendment."66 The effect of this analysis was to find that electronic games
|
|
could certainly be protected speech, but that in a case-by-case analysis, many
|
|
would be too simple or one-dimensional to convey sufficient expression to
|
|
deserve protection.
|
|
Having determined that the regulation of protected speech was the issue
|
|
at hand, the court relied heavily on Ginsburg to apply a fairly strict
|
|
scrutiny. It required the city have a compelling interest and tailor its
|
|
regulations to advance that interest.67 The court fell to sorting the
|
|
parties' respective scientific evidence but disposed of the issue by noting
|
|
that the city reasonably relied on appropriate data:
|
|
|
|
The social science data in the record reflect some
|
|
uncertainty, but the data also indicate that the City
|
|
had a solidly reasonable basis for enacting the
|
|
Ordinance. The Ordinance's legislative history also
|
|
makes it clear that the Ordinance is the product of
|
|
considered legislative judgment as to both the problem
|
|
and the means chosen to address it.68
|
|
|
|
Given the impossibility of obtaining definitive scientific proof of the
|
|
reasonableness of the city's fears, the court determined that it was
|
|
sufficient that the city's legislative effort was based on more that more than
|
|
"mere legislative conjecture and surmise."69 Again, the court's focus shows
|
|
how essential the widespread debate over the harmfulness of electronic gaming
|
|
was in influencing the lawmakers.
|
|
The remainder and bulk of the Kendrick I opinion is dedicated to
|
|
determining the extent to which violence may be considered obscenity for the
|
|
purpose of the regulation of speech. The court decided that violence could
|
|
reasonably be lumped into obscenity standards, pointing out in its conclusion,
|
|
"It would be an odd conception of the First Amendment and "variable obscenity"
|
|
that would allow a state to prevent a boy from purchasing a magazine
|
|
containing pictures of topless women in provocative poses, as in Ginsberg, but
|
|
give that same boy a constitutional right to train to become a sniper at the
|
|
local arcade without his parent's permission."70 The Seventh Circuit
|
|
disagreed, ruling in Kendrick II that "[v]iolence and obscenity are distinct
|
|
categories of objectionable depiction."71 Relying on this characterization,
|
|
the court determined that the Ginsberg standard, which does not require
|
|
scientific evidence of the harmfulness of explicit materials, was not
|
|
applicable.72 Judge Posner ruled that without such evidence in record, the
|
|
statute must fall as an impermissibly broad regulation; the case was remanded
|
|
with instructions to enter a preliminary injunction and indicated that a
|
|
permanent injunction was the likely outcome of further proceedings. The
|
|
decision overturned the district court's creative assignment of violent images
|
|
to the standard obscenity calculation and applied standard speech protection
|
|
analysis to the ordinance.
|
|
This is in many ways the most important feature of the Kendall II opinion
|
|
- it clearly outlines the circuit's position on the speech nature of
|
|
electronic gaming. Posner's dicta clearly indicate that he places gaming in
|
|
the same space as more traditional media; the court briefly considers and then
|
|
decisively disposes of the idea that the interactive nature of games excerpts
|
|
them from other forms of communication:
|
|
|
|
Maybe video games are different. They are, after all,
|
|
interactive. But this point is superficial, in fact
|
|
erroneous. All literature (here broadly defined to
|
|
include movies, television, and the other photographic
|
|
media, and popular as well as highbrow literature) is
|
|
interactive; the better it is, the more interactive.
|
|
Literature when it is successful draws the reader into
|
|
the story, makes him identify with the characters,
|
|
invites him to judge them and quarrel with them, to
|
|
experience their joys and sufferings as the reader's
|
|
own.73
|
|
|
|
The court's dicta here and elsewhere seems exquisitely clear; Posner compares
|
|
the interactivity of electronic games to the works of Charles Dickens and
|
|
James Joyce and extols the positive cultural message of "Ultimate Mortal
|
|
Kombat 3."74 For all the clarity of this language, however, it is largely
|
|
dicta; the holding of the case turns on the application of Ginsburg and
|
|
relatively quotidian obscenity analysis.75
|
|
|
|
IDSA I and II
|
|
|
|
The Seventh Circuit's failure to solidly address the speech nature of
|
|
electronic games may have provoked the court in IDSA I to go further than
|
|
necessary in ruling that games could not be considered speech. The IDSA I
|
|
case arose under circumstances similar to those that produced Kendrick. The
|
|
St. Louis County Council, wishing to restrict the access of minors to violent
|
|
and sexually explicit arcade, video, and computer games, passed an ordinance
|
|
essentially criminalizing the sale or rental of a game known to be "harmful to
|
|
minors," and to segregate arcade games meeting the same criteria.76 Although
|
|
the statute was further reaching than the Kendrick ordinance, its effects and
|
|
implications were similar. The Interactive Digital Software Association, a
|
|
collection of manufacturers, publishers, and retailers, sued to enjoin the
|
|
operation of the statute. They failed before the district court, which
|
|
"considered and upheld the constitutionality of the ordinance in the course of
|
|
ruling on the plaintiffs' motion for summary judgment [and] sua sponte
|
|
dismissed the case."77 The Eighth Circuit balked at this broad ruling and
|
|
overturned the district court.
|
|
IDSA I was a higher-visibility case than Kendrick from the very start due
|
|
to the timing of the case and the relatively high profile of the judge.78
|
|
Kendrick had reached fruition before the IDSA I opinion issued; the relevant
|
|
questions were aired and maturing, giving interested parties time to gear up
|
|
their responses to the results in Kendrick. By the time the case reached the
|
|
Court of Appeals, prominent interest groups such as The Lion and Lamb Project
|
|
had mobilized and filed amici briefs of their own.79 The increased attention
|
|
may also have stemmed from the further-reaching nature of the opinion, which
|
|
was interpreted by many commentators as a flat holding that games could not
|
|
rise to the level of speech.
|
|
The IDSA I court ultimately ruled that even if games were speech, the
|
|
ordinance would be valid under strict scrutiny as the County had a compelling
|
|
motive in protecting children and narrowly tailored its regulation to that
|
|
effect.80 On these grounds, it felt secure in denying the IDSA's motion for
|
|
summary judgment and dismissing the case even if it had been determined that
|
|
games were deserving of strict scrutiny as protected speech. Rather than
|
|
resting on this conclusion, however, the court clearly and unequivocally
|
|
rejected the idea that games could be speech; this seemingly unnecessary
|
|
analysis prompted a great deal of commentary and makes Limbaugh's opinion
|
|
significant even though it was rejected by the Eighth Circuit.81
|
|
The district court began with the proposition that "In order to find
|
|
speech, there must exist both an intent to convey a particularized message and
|
|
a great likelihood that this message will be understood."82 It applied this
|
|
standard to the reasoning and rulings of a number of cases drawn from the
|
|
1980s, finding that "a video game, like a pinball game, a game of chess, or a
|
|
game of baseball, is pure entertainment with no informational element."83
|
|
Relying partly on this line of reasoning, as well as other cases from the same
|
|
time period, the court analogized electronic games to bingo and other physical
|
|
games.84
|
|
|
|
It might seem odd that the Court is comparing video
|
|
games to games of Bingo, however, most of these simple
|
|
games can and have been created in video form. The
|
|
Court has trouble seeing how an ordinary game with no
|
|
First Amendment protection, can suddenly become
|
|
expressive when technology is used to present it in
|
|
`video' form.85
|
|
|
|
The court's holding that electronic bingo could not convey significant
|
|
information was quickly applied to electronic games as a whole. IDSA I did
|
|
not follow Kendrick I in assuming that the medium of electronic games could
|
|
contain titles that were protected alongside those that were not. Rather,
|
|
Limbaugh announced, "This Court has difficulty accepting that some video games
|
|
do contain expression while others do not, and it finds that this is a
|
|
dangerous path to follow."86 The court adopted the position that novel media
|
|
should be assigned protected status when appropriate altogether or not at
|
|
all.87 Under this standard, the county's tactical approach to demonstrating
|
|
the concept of an electronic game to the judge proved to be a sweeping
|
|
success.
|
|
The IDSA, attempting to show the court that games could present
|
|
significant information that would be understood by the users, presented as
|
|
evidence scripts and other development material in an attempt to analogize
|
|
electronic games to movies and literature.88 The court found this material
|
|
utterly unpersuasive in a rather unusual train of reasoning. The scripts, the
|
|
court decided, might be considered protected speech on their own. The
|
|
products enacting those scripts, however, would have to stand or fall without
|
|
regard to such material.
|
|
|
|
The Court admits that these "scripts" were creative and
|
|
very detailed. However, almost every new creation
|
|
and/or invention, starts as a "creative concept in the
|
|
minds of the [ ] developers, who brainstorm,
|
|
collaborate, and sketch scripts." Every product put on
|
|
the market came from a creative concept. Most of the
|
|
developers had to write down their ideas, and had to
|
|
sketch pictures in order to convey their ideas to
|
|
others working on the project. However, this
|
|
"background" expression does not make every automobile,
|
|
gadget, or machine created, a form of expression. .
|
|
Plaintiffs claim that the final product contains
|
|
"extensive plot and character development." However,
|
|
plaintiffs did not show the Court the final product,
|
|
the video game, and the issue in this cause of action
|
|
is whether plaintiffs' video games are a form of
|
|
expression, not whether plaintiffs' "scripts" are a
|
|
form of expression. The Court must look at the video
|
|
games in their context, in the environment in which
|
|
they are presented.89
|
|
|
|
The plaintiffs' failure to present an actual game, or even recorded footage,
|
|
to the court opened the door for the defense to set the stage for Judge
|
|
Limbaugh's reasoning. Given an effectively blank check to show the court what
|
|
an electronic game looks and sounds like, the defense creatively and
|
|
effectively constructed a presentation that was crucial to the court's
|
|
sweeping ruling that games could not be cast as protected speech.
|
|
St. Louis County presented the court with a videotape containing selected
|
|
footage from four different games, which the court identified as "`The
|
|
Resident of Evil Creek', `Mortal Combat,' `DOOM,' and `Fear Effect.'"90 It
|
|
may reflect on the quality of the court's analysis that of the four titles
|
|
named, only two are correct. The court presumably witnessed footage from
|
|
"Resident Evil" and "Mortal Kombat." While minor errors, they were widely and
|
|
often derisively commented upon.91 The games chosen for this highly selective
|
|
lineup seem to have been selected not only for violent and relatively
|
|
simplistic content, but also for their age. Each of the titles presented by
|
|
the county was at least five years old.92 The effect of this selection, in
|
|
the words of Dr. Jenkins, was to suggest a static rather than evolving
|
|
medium.93 The influence of this selection bias may be apparent in the court's
|
|
acceptance of cases from the 1980s dealing with antiquated games as meaningful
|
|
commentary on the systems and titles at issue in 2002; this approach was
|
|
rejected by Kendrick I as unrealistic.94
|
|
Having decided that electronic games must be protected as speech or
|
|
excluded from this category altogether as a medium and internalized a
|
|
conception of such games as simplistic and unevolving, the court found that
|
|
the plaintiffs "failed to meet their burden of showing that video games are a
|
|
protected form of speech under the First Amendment."95 While this finding is
|
|
not necessarily a judicial holding that games can never rise to the level of
|
|
protected speech, the lengthy reasoning and seemingly extraneous nature of the
|
|
finding suggested to many observers that Limbaugh had seized an opportunity
|
|
for judicial commentary.96 The analysis is certainly the fulcrum of the
|
|
opinion, and carries much of its force in setting the tone for later
|
|
litigation and commentary. It is, however, unnecessary to the final ruling of
|
|
the court. IDSA I determined that even if the IDSA had shown that games were
|
|
protected speech, strict scrutiny would fail to implicate the county's
|
|
ordinance as an unlawful content-based regulation. The court found that the
|
|
testimony presented a trial, notably testimony from a professor of psychology
|
|
and an elementary school principal, established "that the County has
|
|
compelling interests in regulating the distribution of violent video games to
|
|
minors."97 Combined with a finding that the ordinance was narrowly tailored,
|
|
allowing parents to easily give their children consent to access violent
|
|
gaming materials, Judge Limbaugh determined that the regulation would survive
|
|
strict scrutiny even if he had not judicially determined that such scrutiny
|
|
was unwarranted.98
|
|
The Eighth Circuit determined that that the district court erred in
|
|
denying the IDSA's motion for summary judgment.99 Drawing heavily on Judge
|
|
Posner's Kendrick II opinion, the circuit clearly determined that electronic
|
|
games cannot be excluded as speech in an almost brutally brusque opinion.
|
|
"Our review of the record convinces us that these `violent' video games
|
|
contain stories, imagery, `age-old themes of literature,' and messages, `even
|
|
an 'ideology,' just as books and movies do.'"100 Strongly echoing the Seventh
|
|
Circuit, IDSA II noted explicitly that interactivity made electronic games
|
|
more analogous to protected literature, rather than less.101 Having
|
|
succinctly overturned the district court's finding on the need for strict
|
|
scrutiny, the circuit proceeded to note that the ordinance could not survive
|
|
such an examination due to a failure to show a compelling interest. "[W]hen
|
|
the government defends restrictions on speech `it must do more than simply
|
|
posit the existence of the disease sought to be cured.'"102 The circuit did
|
|
not find persuasive scientific evidence in the record. It called the
|
|
testimony of the county's psychologist a "vague generality," and characterized
|
|
the remainder of the evidence as "the conclusory comments of county council
|
|
members; a small number of ambiguous, inconclusive, or irrelevant (conducted
|
|
on adults, not minors) studies; and the testimony of a high school principal
|
|
who admittedly had no information regarding any link between violent video
|
|
games and psychological harm."103 The circuit court's opinion concludes with
|
|
an almost mocking tone, denying that the county has an interest in supporting
|
|
parental controls superior to the first amendment rights of minors: "To
|
|
accept the County's broadly- drawn interest as a compelling one would be to
|
|
invite legislatures to undermine the first amendment rights of minors
|
|
willy-nilly under the guise of promoting parental authority."104
|
|
The Eighth Circuit's opinion is short, simple, and almost brutally
|
|
efficient in overturning Judge Limbaugh's ruling. It clearly and concisely
|
|
finds that creative works presented in the context of an electronic game
|
|
cannot be denied First Amendment protections as a result of the medium. As a
|
|
recent opinion, commentary is somewhat limited; the clear and simple reasoning
|
|
of the circuit, however, and its strong support of the similar Seventh Circuit
|
|
ruling, is an unambiguous indicator that future litigants will face an uphill
|
|
battle when arguing against the speech characteristics of games. The issue is
|
|
almost certain to be relitigated; access regulations are being proposed and
|
|
drafted in a number of states, and national legislation has under committee
|
|
review in the House of Representatives.105
|
|
|
|
Legal Policy
|
|
|
|
The Protect Children From Videogame Sex and Violence Act of 2003,
|
|
currently pending before the House Subcommittee on Crime, Terrorism, and
|
|
Homeland Security is an eidolon of misguided legislation that impermissibly
|
|
burdens the First Amendment rights of minors.106 The legislation, based on
|
|
the same social pressures that drove the regulations at issue in Kendrick and
|
|
IDSA, follows the logic that the circuits discredited in those cases. Both
|
|
appellate decisions rightly found that electronic games as a medium are fully
|
|
capable of rising to the level of protected speech. The relevant standards in
|
|
regulating speech based on its content are drawn from R.A.V. v. St. Paul and
|
|
applied in both Kendrick II and IDSA II.107 R.A.V. essentially requires
|
|
narrow tailoring and a compelling government interest to justify content-based
|
|
regulation. These standards apply even when regulating the access of minors;
|
|
while their rights may not be coterminous with adults' rights, it is not
|
|
contested that the do have First Amendment rights.108 H.R. 669 and the
|
|
arguments advanced in favor of it and similar legislation provide the best
|
|
possible case for such regulations, but fail on both points.
|
|
The interest offered by H.R. 669's preambulatory language and by the
|
|
defense in both Kendrick and IDSA is the government's interest in keeping
|
|
minors from harmful material and assisting parents in protecting their
|
|
children. These justifications are not inherently invalid. Certainly, if
|
|
playing violent games had a discrete, definable, and observable effect on
|
|
children the interest would be strong. If children who played violent games
|
|
were twice as likely to develop violent antisocial tendencies as other
|
|
children, the interest would be undeniably compelling. Research has not shown
|
|
such a powerful effect, however. While there is no consensus, much of the
|
|
research cited in favor of the St. Louis and Indianapolis ordinances was later
|
|
discredited, or shown to be woefully inadequate to demonstrating a compelling
|
|
state interest. The Eighth Circuit noted that St. Louis relied on "a small
|
|
number of ambiguous, inconclusive, or irrelevant (conducted on adults, not
|
|
minors) studies...and the testimony of a high school principal who admittedly
|
|
had no information regarding any link between violent video games and
|
|
psychological harm."109 A great deal of the research on both sides of the
|
|
issue is profit-driven; Lt. Col. Grossman's "Killology Research Group" sells
|
|
his books and several series of audio and video tapes through its website.110
|
|
The same accusation is leveled at prominent researchers such as Dr. Jenkins,
|
|
whose research has in some cases been subsidized by the gaming industry.111
|
|
The state of the art in understanding the effect of gaming violence on
|
|
children is extremely muddled and unclear, and it seems impossible to assert a
|
|
compelling interest based on indeterminate and often biased studies.
|
|
While H.R. 669 makes no particular effort to overcome this hurdle,
|
|
declaiming simply "The Nation has a compelling interest in [regulating
|
|
access]," the county defendants in IDSA I drew up an original and highly
|
|
effective argument in support of their claimed interest. In addition to the
|
|
scientific evidence that was later rejected by the courts, the defense pointed
|
|
to the voluntary ESRB rating system employed by the gaming industry.112 If
|
|
the industry is motivated enough to employ a system noting which games are
|
|
not recommended for minors, the county reasoned, then it must believe that
|
|
there are deleterious effects implicit in violent and explicit games. This
|
|
argument was incorporated into the preambulatory text of H.R. 669.113 Noting
|
|
that games carrying the ESRB's "Adults Only" rating are not recommended for
|
|
consumption by anyone under the age of eighteen, the court insisted that
|
|
"[f]or plaintiffs to now argue that violent video games are not harmful to
|
|
minors is simply incredulous."114 The county successfully buttressed its
|
|
scanty scientific evidence with the plaintiff's self-regulatory scheme. While
|
|
this tactic is creative, it failed to move the appellate court. The Eighth
|
|
Circuit did not find it persuasive, however. IDSA II noted that a compelling
|
|
state interest must be supported in such a case with solid evidence; "Where
|
|
first amendment rights are at stake, `the Government must present more than
|
|
anecdote and supposition.'"115 Whose anecdote and supposition is unimportant;
|
|
unless the ESRB's rating system is based on reliable evidence that supports
|
|
the challenged state regulation, it is no more admissible as proof of a
|
|
compelling interest than the state's own unsupported assertions.
|
|
The best arguments for a compelling government interest fail to meet the
|
|
burden illustrated by the Seventh and Eighth Circuits. The most significant
|
|
proposed regulation rests its alleged interest on uncertain science ("six of
|
|
the Nation's most respected public health groups...found that viewing
|
|
entertainment violence can lead to increases in aggressive attitudes,
|
|
behaviors, and values, particularly in children"), a vaguely asserted public
|
|
belief ("The Nation has a compelling interest in [regulating minors' access to
|
|
violent games]"), and an even more vaguely asserted belief on the part of
|
|
industry ("ratings and content descriptors...reflect the notion that certain
|
|
video and computer games are suitable only for adults").116 As shown, there
|
|
is no scientific consensus that violent games equate to violent behavior; no
|
|
such contention has survived in court, and barring significant advances in the
|
|
research it is unlikely that it will in the near future. Additionally, it is
|
|
explicitly clear that an ambiguous declaration that a compelling interest
|
|
exists, or that any consensus exists without a fairly definite showing, is
|
|
insufficient to sustain an actual interest compelling enough to override the
|
|
First Amendment rights of minors.
|
|
Even if a showing of compelling interest were possible, no currently
|
|
proposed legislation is narrowly tailored enough to survive the standards
|
|
applied to content-based regulations of speech.117 The operative language of
|
|
H.R. 669 is extremely simple. It reads, in its entirety, "Whoever sells at
|
|
retail or rents, or attempts to sell at retail or rent, to a minor any video
|
|
game that depicts nudity, sexual conduct, or other content harmful to minors,
|
|
shall be fined under this chapter."118 This language is essentially similar
|
|
to the regulations at issue in both Kendrick and IDSA, and just as the scope
|
|
of the local ordinances at issue increased from Kendrick to IDSA, H.R. 669 is
|
|
the broadest yet of any legislative effort.119 The vagueness of these
|
|
standards is apparent in the language of 2732; rather than expressly
|
|
regulating violent content, "other content harmful to minors" is expanded
|
|
through the act's definitions to include graphic violence, "the visual
|
|
depiction of serious injury to human beings, actual or virtual."120 This
|
|
extremely broad language would certainly include in its comprehensive sweep
|
|
games that, at first blush, hardly appear offensive. "Black & White," a game
|
|
commonly used as an example of the complex philosophical and moral issues
|
|
games are capable of raising in order to challenge the player on an
|
|
intellectual level, includes as part of its design the ability to injure or
|
|
kill virtual villagers. While its content would place it under H.R. 669's
|
|
access restrictions, it is rarely if ever challenged as a title harmful to
|
|
minors. Rather, it is often cited as the paragon of beneficially stimulating
|
|
games, one of a class of titles designed to pose a series of ethical
|
|
challenges and present the results of the player's actions in-game.121
|
|
The ability of games to reach significant moral and ethical quandaries as
|
|
part of their design is often overlooked by critics. Dr. Jenkins argues that
|
|
the initiative is a critical part of the function of games:
|
|
|
|
We need our story-tellers and artists to help us think
|
|
about the nature of violence. Having said that, the
|
|
question, then, is not, "Can we get rid of violence in
|
|
entertainment?" but rather, "How will entertainment
|
|
deal with violence?". It's a separate question - Can we
|
|
make violence in games more meaningful and in a way
|
|
that forces the player to reflect on the nature of
|
|
violence and the darker sides of their own
|
|
personalities. I don't think this is overly ambitious
|
|
at all. There are already games that have a piece of
|
|
this in them. Look at "The Sims" and the mourning
|
|
function there. A character dies and the other
|
|
characters mourn the loss. Games are the only medium
|
|
where the consumer can truly feel guilt. If I watch a
|
|
movie and something bad happens, I wasn't the one who
|
|
did it. I can separate myself from the character and
|
|
say, "That's a horrible person".
|
|
|
|
Restricting access to games under this theory of social significance would not
|
|
only fail to protect minors, it would harm them by lopping off an inarguably
|
|
impressionable segment of the population from a useful tool for socialization
|
|
and learning. If games have the teaching and training effect that critics
|
|
allege, then surely it is equally important that sophisticated and
|
|
intellectually stimulating titles reach all segments of the market; the broad
|
|
and sweeping restrictions in the currently proposed legislative efforts fail
|
|
to address this need.
|
|
Judge Posner lends support to this theory in his IDSA II opinion. He
|
|
contends that not only do minors have the right to access violent games, but
|
|
that it may be important for the health of society that they do so:
|
|
|
|
This is not merely a matter of pressing the First
|
|
Amendment to a dryly logical extreme. The murderous
|
|
fanaticism displayed by young German soldiers in World
|
|
War II, alumni of the Hitler Jugend, illustrates the
|
|
danger of allowing government to control the access of
|
|
children to information and opinion. Now that
|
|
eighteen-year-olds have the right to vote, it is
|
|
obvious that they must be allowed the freedom to form
|
|
their political views on the basis of uncensored speech
|
|
before they turn eighteen, so that their minds are not
|
|
a blank when they first exercise the franchise. And
|
|
since an eighteen-year-old's right to vote is a right
|
|
personal to him rather than a right that is to be
|
|
exercised on his behalf by his parents, the right of
|
|
parents to enlist the aid of the state to shield their
|
|
children from ideas of which the parents disapprove
|
|
cannot be plenary either. People are unlikely to become
|
|
well-functioning, independent-minded adults and
|
|
responsible citizens if they are raised in an
|
|
intellectual bubble.122
|
|
|
|
Posner suggests that such a bubble would be the inevitable result of flatly
|
|
barring access to materials considered potentially troublesome by mainstream
|
|
society; certainly, given the context of the case, he was thinking explicitly
|
|
of violent games. An overly broad ban on all games with violent content would
|
|
create the stultifying effect that Posner fears, and it is difficult to posit
|
|
a sensible narrowly tailored restriction. Simply preventing minors from
|
|
viewing depictions of the most extreme sorts of virtual violence, such as
|
|
sexual violence, "aggravated assault, decapitation, dismemberment, or death,"
|
|
would not be sufficient.123 Posner posits that the most grisly images can and
|
|
do have significant speech value, and eloquently illustrates the place of
|
|
disturbingly graphic violence in literature and art.
|
|
|
|
No doubt the City would concede [the value of graphic
|
|
depictions of violence] if the question were whether to
|
|
forbid children to read without the presence of an
|
|
adult the Odyssey, with its graphic descriptions of
|
|
Odysseus's grinding out the eye of Polyphemus with a
|
|
heated, sharpened stake, killing the suitors, and
|
|
hanging the treacherous maidservants; or The Divine
|
|
Comedy with its graphic descriptions of the tortures of
|
|
the damned; or War and Peace with its graphic
|
|
descriptions of execution by firing squad, death in
|
|
childbirth, and death from war wounds. Or if the
|
|
question were whether to ban the stories of Edgar Allen
|
|
Poe, or the famous horror movies made from the classic
|
|
novels of Mary Wollstonecraft Shelley (Frankenstein)
|
|
and Bram Stoker (Dracula). Violence has always been
|
|
and remains a central interest of humankind and a
|
|
recurrent, even obsessive theme of culture both high
|
|
and low. It engages the interest of children from an
|
|
early age, as anyone familiar with the classic fairy
|
|
tales collected by Grimm, Andersen, and Perrault is
|
|
aware. To shield children right up to the age of 18
|
|
from exposure to violent descriptions and images would
|
|
not only be quixotic, but deforming; it would leave
|
|
them unequipped to cope with the world as we know it.124
|
|
|
|
It may be that only the most violent of games could potentially effect
|
|
children's behavior. Given this reasoning, however, it may be that that
|
|
effect would be not only positive but essential. Violent images engage not
|
|
only prurient interests, but as Judge Posner and commentators such as Dr.
|
|
Jenkins note, the highest moral and intellectual interests as well.
|
|
Dr. Jenkins notes the similarity of film and electronic games in this
|
|
context. "Think about cinema. What if, all these years later, all anyone had
|
|
ever written about was violence? We'd think it had completely trivialized an
|
|
enormous epoch in the history of media."125 This illustrates the difficulty
|
|
in crafting narrowly tailored content-based regulations. If film were
|
|
regulated in the same way that industry critics propose regulating games, then
|
|
many significant films would be barred from minors. From classic works such
|
|
as "Aleksandr Nevsky" to popular modern epics in the vein of "Schindler's
|
|
List" and "Saving Private Ryan," minors would be isolated from violent and
|
|
disturbing images with a valuable social context. Even if a compelling
|
|
interest could be constructed and defended in court, it is almost impossible
|
|
to imagine a sufficiently narrow regulation. Isolating pure, mindless
|
|
violence and leaving a safe harbor for redeemable, significant, and valuable
|
|
if disturbing contributions to the medium, be it film or games, would require
|
|
an almost case-by-case construction of the regulation.
|
|
Again, the county defendants in IDSA managed to create a creative and
|
|
original argument in favor of just such a construction. Faced with the
|
|
difficulty of crafting narrow rules, and the industry's pressure to remain
|
|
self-regulating, the St. Louis County Council crafted a flexible and ingenious
|
|
solution. The ordinance in question turned on the operative language "harmful
|
|
to minors," in a manner similar to H.R. 669.126 This phrase activated the
|
|
various provisions of the ordinance, which forbade retailers from selling or
|
|
renting material that fit that description to minors. The ordinance contained
|
|
language defining "harmful to minors" as material that "`predominantly appeals
|
|
to minors' morbid interest in violence', `is patently offensive to prevailing
|
|
standards in the adult community as a whole with respect to what is suitable
|
|
material for minors, lacks serious literary, artistic, political or scientific
|
|
value as a whole for minors, and contains...graphic violence.'"127 In
|
|
addition to this language, however, the ordinance created a "`rebuttable
|
|
presumption that video games rated 'M' or 'AO' by the Entertainment Software
|
|
Review Board (ESRB) are harmful to minors.'"128 Games rated "T," "EC," or "E"
|
|
were presumed to not fit the "harmful to minors" criteria.129 This
|
|
effectively gave official color and weight of law to the industry's own rating
|
|
standards, allowing independent review boards to classify individual games and
|
|
determine their place under the regulation.
|
|
The attempt failed, as the Eighth Circuit determined that the ordinance
|
|
was invalid before reaching the question of whether it was sufficiently
|
|
narrow. The county's solution to the problem, however, is innovative and
|
|
potentially useful. If a compelling interest is ever established, only such a
|
|
flexible and narrow regulation could hope to thread the needle carefully
|
|
enough to meet the perceived interest in restricting access to prurient
|
|
materials while allowing minors to access games with socially redeemable
|
|
features. This hypothetical system would require changes to the ratings
|
|
system currently in place, however, as it assesses games purely on the nature
|
|
and quantity of violent and explicit material, without regard to the title's
|
|
literary significance.130 The underlying definitions of such a system would
|
|
also need to be narrower than the St. Louis County ordinance, which
|
|
incorporated a broad concept of material "harmful to minors." The ordinance
|
|
in that case would allow games vetted by a favorable rating, even one
|
|
predicated on social value, to carry only a rebuttable presumption of free
|
|
access by minors.131 A game found to have redeeming literary value would
|
|
still be subject to regulation under the broad and strict standards of the
|
|
usual "harmful to minors" characteristics.132
|
|
The St. Louis ordinance, like H.R. 669, would seem at first glance to
|
|
have an escape clause evading these issues of narrow tailoring; both statutes
|
|
contain exceptions for material with "serious literary, artistic, political or
|
|
scientific value as a whole for minors."133 If consistently and strongly
|
|
applied, these exceptions would seem to require exemptions for games with
|
|
significant literary components. It seems unlikely, however, that such a
|
|
provision would be applied in difficult cases Where communities are operating
|
|
under the assumption that violent games are "murder simulators," hysteria and
|
|
inaccurate perceptions of electronic games, along the lines of Judge
|
|
Limbaugh's operating assumptions, are likely to trump an escape hatch for
|
|
undefined literary, artistic, political or scientific values.134 Stronger and
|
|
more flexible protections are needed to defend the First Amendment rights of
|
|
minors against such vitriolic attacks; even a case-by-case analysis may be
|
|
insufficient to protect the introduction of crucial if difficult material into
|
|
minors' experience; a blanket exemption with no clear guidance is unlikely to
|
|
be an effective defense against overzealous regulators.
|
|
The First Amendment rights of minors are exactly what is at stake with
|
|
the continuing introduction of legislation designed to bar them from violent
|
|
games. Obviously, both compelling interest and narrow tailoring requirements
|
|
are moot if games are denied speech status; without this designation, strict
|
|
scrutiny by the courts is not required. While this is the most important
|
|
issue, then, in many ways it is also the simplest. Although both IDSA and
|
|
Kendrick were eventually decided on other grounds, the most memorable and
|
|
widely comment-on features of those cases were their respective positions on
|
|
the speech nature of games. Judge Limbaugh's position, widely vilified by
|
|
commentators and gamers, seems woefully out of touch with the state of the art
|
|
in electronic gaming. Despite his argument that scripts alone could not grant
|
|
speech status to a game, it is difficult to see how a game produced from a
|
|
detailed and in-depth scripting of dialogue, art, and action differs so
|
|
substantially from a film that it loses its First Amendment protections.135 A
|
|
recent best-selling computer and video game, "Max Payne 2," incorporated a
|
|
632-page script, voice actors, and graphic artists to create an immersive
|
|
"film noir" experience "told in flashback and out of sequence."136 The same
|
|
resources applied to a literal "film noir" would create an impressively
|
|
artistic work that without question would be protected under the first
|
|
amendment. It is difficult to see what characteristics, if any, separate the
|
|
game from the hypothetical twin movie.
|
|
The most persuasive argument in favor of such a distinction is that the
|
|
game would have a disproportionately large impact on its minor audience, due
|
|
to the length of immersion and increased interactivity. While many games last
|
|
dozens of hours, it seems difficult to argue that more of a work equates to
|
|
less value of speech. The overwhelming effect of interactivity is a more
|
|
powerful argument, as the interactive nature of games is both self-apparent
|
|
and clearly significant. The script in the game "Max Payne" is actually
|
|
longer than it would be in a facially identical movie, because it contains
|
|
ancillary dialogue and alternative material that a player may never encounter
|
|
in a single play-through.137 The additional material in such designs presents
|
|
conversations that may never happen as the result of players' choices in often
|
|
Byzantine situations. In the context of a film, a protagonist's encounter
|
|
with a bartender will end the same way, every time; he will always order the
|
|
same drink or have the same conversation. In a game, the player's choices may
|
|
include ""I'll take a drink," "I'll get a drink later" and "The separation of
|
|
powers acknowledges the petty ambitions of individuals; that's its
|
|
strength.""138 The players' choices are often dependent on his earlier
|
|
decisions, and will almost always affect what options and consequences arise
|
|
later. This focuses the player's attention and engages the mind in unique
|
|
ways, and it cannot be denied that during such engagement a game is having a
|
|
vastly greater impact on the player than an equivalent film or book.
|
|
This argument fails to capture, however, the importance of interactivity
|
|
as a hallmark of protected speech. The greater impact games have on their
|
|
players should be cause for greater protection from unnecessary regulation.
|
|
As Judge Posner notes, "All literature is interactive; the better it is, the
|
|
more interactive."139 Even the most seemingly mindless and violent games may
|
|
gain a measure of significance and value from their interactive nature.
|
|
Posner describes the experience of a player of "The House of the Dead," a
|
|
popular and sanguinary arcade game:
|
|
|
|
The player is armed with a gun--most fortunately,
|
|
because he is being assailed by a seemingly unending
|
|
succession of hideous axe-wielding zombies, the living
|
|
dead conjured back to life by voodoo. The zombies
|
|
have already knocked down and wounded several people,
|
|
who are pleading pitiably for help; and one of the
|
|
player's duties is to protect those unfortunates from
|
|
renewed assaults by the zombies. His main task,
|
|
however, is self-defense. Zombies are supernatural
|
|
beings, therefore difficult to kill. Repeated shots
|
|
are necessary to stop them as they rush headlong toward
|
|
the player. He must not only be alert to the
|
|
appearance of zombies from any quarter; he must be
|
|
assiduous about reloading his gun periodically, lest he
|
|
be overwhelmed by the rush of the zombies when his gun
|
|
is empty. Self-defense, protection of others, dread of
|
|
the "undead," fighting against overwhelming odds--these
|
|
are all age-old themes of literature, and ones
|
|
particularly appealing to the young.140
|
|
|
|
Posner describes an extremely simplistic and violent game; as he dryly
|
|
comments, it is not `distinguished literature.'141 But its interactive nature
|
|
makes it immersive; the themes of dread, self-defense, and overcoming great
|
|
odds may be lost if the same experience were presented on film. It is
|
|
difficult to imagine artistic significance in an endlessly repetitive display
|
|
of zombies being shot; even the basest horror movies contain characterization
|
|
and cinematic elements not present in a game as viscerally simple as "The
|
|
House of the Dead." By virtue of its interactivity, the themes Posner
|
|
identifies are transmitted in the game where they might have been lost in an
|
|
identical film. It could be argued, then, that interactivity should grant
|
|
more protection to media, rather than less; interactivity is a mark of
|
|
literary merit, and transmits significant information that may be lost in its
|
|
absence.
|
|
Given the burgeoning importance of electronic gaming and the conclusion
|
|
that games are protectable as speech, legislative efforts like H.R. 669 should
|
|
be overturned by the courts as impermissible burdens on the First Amendment
|
|
rights of minors. It may be, as Kendall I decided, that some games cannot
|
|
rise to the level of protected speech.142 Even if this is so, however, the
|
|
medium itself is clearly capable of carrying significant and meaningful ideas;
|
|
laws such as those in question should fail the strict scrutiny required of any
|
|
regulation restricting access to such media. The scientific consensus
|
|
necessary to show a compelling state interest does not, and may never, exist,
|
|
and no past or planned future regulation is narrowly tailored or flexible
|
|
enough survive such scrutiny.
|
|
|
|
Conclusion
|
|
|
|
The controversy posed by the unsettled nature of minors' right to access
|
|
violent games has a clear solution as a consequence of this analysis. Both
|
|
the Seventh and Eighth Circuits correctly identified the core difficulty:
|
|
communities and lawmakers are tempted for a variety of reasons to impose
|
|
strict regulations on violent media. These pressures certainly exist with all
|
|
forms of violent and explicit entertainment, but the uniquely interactive
|
|
nature of the medium, combined with its novel nature and high visibility, have
|
|
proven to be especially strong with electronic gaming. Constitutional
|
|
protections exist to protect the disenfranchised from such regulation,
|
|
however; even minors are entitled to access to the marketplace of ideas. The
|
|
strength and vigor of the appellate decisions considered here show that the
|
|
circuit courts clearly understand the significance of these issues, and that
|
|
they fail to see any significantly persuasive argument in favor of the
|
|
ordinances with which they were presented.
|
|
The national legislation currently under consideration, H.R. 669, adds
|
|
nothing of value to those ordinances, and fails to incorporate the beneficial
|
|
subtleties of the regulation at issue in IDSA. The tension posed by the
|
|
threatened imposition of federal legislation on two circuits which have
|
|
already found that such regulation is Constitutionally impermissible has a
|
|
clear and unambiguous solution. The stance the circuits have taken, affirming
|
|
(even through dicta) games as worthy of First Amendment protections and
|
|
requiring strict scrutiny of content-based restrictions, should be adopted by
|
|
the Supreme Court. This would resolve the tension between the Seventh and
|
|
Eighth Circuits, which have acted in significant concert, and the remainder of
|
|
the circuits, many of which will soon be required to pass judgment on such
|
|
restrictions in their own bailiwicks.
|
|
Such an adoption would also have a broader effect, resolving a more
|
|
significant controversy. Broad recognition that games have a place under the
|
|
First Amendment umbrella with films, audio recordings, and literature would
|
|
send a clear message that games are fundamentally similar to these media, and
|
|
deserving of the same respect and consideration. One could imagine two
|
|
significant effects to such a message. First, those who feel strongly that
|
|
minors are in danger from violent games would be aware of the high bar placed
|
|
in their path, and work to craft legislation capable of meeting it. The
|
|
result may be better laws; just as St. Louis introduced creative new solutions
|
|
to its ordinance in the wake of the Kendall decisions, an unambiguous
|
|
indication that games exist in the same continuum as films and books would
|
|
force would-be regulators to think creatively and work with industry rather
|
|
than against it. The industry itself would feel the second significant effect
|
|
from clarification of the Constitutional place of games; given a high bar to
|
|
live up to, the potential of interactive entertainment to stimulate
|
|
artistically and intellectually rather than viscerally may be re-invigorated.
|
|
Electronic games clearly inhabit the same Constitutional space as other,
|
|
more traditional media. Having recognized this, the positions of the Seventh
|
|
and Eighth Circuits should be taken up by the other circuits, either as each
|
|
individually meets the issue or through a clear message from the Supreme
|
|
Court. This is unlikely to happen soon, but H.R. 669, for all its flaws, may
|
|
be the venue by which such a message is eventually delivered. However the
|
|
issue is finally resolved, the nature of video and computer games must
|
|
eventually be settled with the foresight of Judge Posner rather than the
|
|
intemperance of Judge Limbaugh. Anything less from the nation's highest
|
|
courts would send an inappropriate message to impressionable minors; it must
|
|
be made clear that freedom of speech does not decay as speech evolves.
|
|
______________________________________________________________________________
|
|
1. Computer and video games combined formed a nearly seven billion dollar
|
|
market in 2002; 221 million computer and video games were sold, "almost two
|
|
games for every household in America." Digital Press Room, Entertainment
|
|
Software Association, at http://www.theesa.com/presroom.html (visited
|
|
Dec. 7, 2003). Proposed federal legislation estimates the current industry
|
|
size at ten billion dollars. See The Protect Children from Video Game Sex
|
|
and Violence Act of 2003, H.R. 669, 108th Cong. (2003). Video and computer
|
|
games share many similarities and are often conflated, but are distinct and
|
|
distinguished by the hardware required by the game in question. Game software
|
|
requiring a specific, dedicated console computer or arcade machine will be
|
|
referred to here as a video game. Computer games, by contrast, are designed
|
|
to be playable on generic home computers, and generally do not require
|
|
specialized hardware. For convenience, both media will be collectively
|
|
referred to here as "electronic games."
|
|
|
|
2 Electronic games are rated by the Entertainment Software Ratings Board
|
|
(hereinafter ESRB), which is structurally and operationally similar to the
|
|
Classification and Rating Administration which rates films. See Entertainment
|
|
Software Rating Board, at http://www.esrb.org/index.asp
|
|
(visited Dec. 7, 2003). See also Reasons for Movie Ratings, The
|
|
Classification and Rating Administration, at http://www.cara.org
|
|
(visited Dec. 7, 2003).
|
|
|
|
3 See Indianapolis General Ordinance No. 72-2000 (Sept. 1, 2000) [hereinafter
|
|
"Indianapolis Ordinance"]. See also St. Louis County Ordinance No. 20,193
|
|
(Oct. 26, 2000) [hereinafter "St. Louis Ordinance"]. See also House Bill No.
|
|
1009, 58th Leg., Reg. Sess. (Wash. 2003).
|
|
|
|
4 See Indianapolis Ordinance, supra note 3 (regulating arcade games in a
|
|
public "amusement location," but not the sale or rental of games to be played
|
|
in the home); c.f. St. Louis Ordinance, supra note 3 (regulating both public
|
|
games and the sale or rental of home games).
|
|
|
|
5 See American Amusement Mach. Ass'n v. Kendrick, 115 F. Supp. 2d 943 (S.D.
|
|
Ill. 2000) (hereinafter Kendrick I), rev'd, 244 F.3d 572 (7th Cir. 2001)
|
|
(addressing Indianapolis Ordinance, supra note 3). See also Interactive
|
|
Digital Software Ass'n v. St. Louis County, 200 F. Supp. 2d 1126 (E.D. Mo.
|
|
2002) (hereinafter IDSA I), rev'd, 329 F.3d 954 (8th Cir. 2003) (addressing
|
|
St. Louis Ordinance, supra note 3).
|
|
|
|
6 See Video Software Dealers Ass'n v. Maleng, No. C03-1245L (W.D. Wash.
|
|
July 10, 2003) (granting preliminary injunction against House Bill No. 1009,
|
|
58th Leg., Reg. Sess. (Wash. 2003)).
|
|
|
|
7 H.R. 669, supra note 1. The Act's expansively defines "video game" as any
|
|
"any copy of an electronic game that may be played using a portable electronic
|
|
device or with a hand-held gaming device using a television or computer." Id.
|
|
This curious definition could be read as excluding games designed to be played
|
|
with a keyboard, mouse, or other commodity home computer peripherals; this
|
|
oversight is arguable and almost certainly unintentional.
|
|
|
|
8 See What's New, The Lion & Lamb Project, at
|
|
http://www.lionlamb.org/whatsnew.html (visited Dec. 7, 2003).
|
|
|
|
9 See Barbara F. Meltz, Legislation Would Target Violence in Video Games, The
|
|
Boston Globe, May 22, 2003, at H1 [hereinafter Violence in Video Games].
|
|
|
|
10 Adam Thierer, Regulating Video Games: Parents or Uncle Sam?, Cato
|
|
Institute, at http://www.cato.org/dailys/07-14-03.html (July 14, 2003).
|
|
|
|
11 See Industry Sales and Economic Data, Entertainment Software Association,
|
|
at http://www.theesa.com/industrysales.html (visited Dec. 7, 2003).
|
|
|
|
12 Economic Impacts of the Demand for Playing Interactive Entertainment
|
|
Software, Entertainment Software Association, 7, at
|
|
http://www.theesa.com/releases/EIS2001.pdf (visited Dec. 7, 2003).
|
|
|
|
13 Industry Sales and Economic Data, supra note 11.
|
|
|
|
14 Estimations of the size and penetration of the electronic gaming market
|
|
vary widely. See H.R. 669, supra note 1 (placing the size of the industry at
|
|
ten billion dollars); compare Industry Sales and Economic Data, supra note 11
|
|
(citing sales of nearly seven billion dollars).
|
|
|
|
15 See Digital Press Room, supra note 1.
|
|
|
|
16 Id.
|
|
|
|
17 Id. See also ESRB Game Ratings, Entertainment Software Rating Board, at
|
|
http://www.esrb.org/esrbratings_guide.asp (visited Dec. 7, 2003).
|
|
|
|
18 See generally Interactive Digital Software Association, Essential Facts
|
|
About the Computer and Video Game Industry: 2003 Sales, Demographics, and
|
|
Usage DATA (2003) [hereinafter Essential Facts] (on file with author).
|
|
|
|
19 See generally Lan Tran, Difference Between Gaming Consoles (PS/PS2,
|
|
GameCube, Xbox, Dreamcast) and PC, OpenLoop, at
|
|
http://www.openloop.com/education/classes/sjsu_engr/engr_com
|
|
pOrg/spring2002/studentProjects/Lan_Tran/ComputervsConsoles.htm
|
|
(May 13, 2002).
|
|
|
|
20 There are a wide variety of costs attached to publishing a title beyond a
|
|
single console market. 20-30% of a publisher's wholesale revenue goes to pay
|
|
licensing fees to the console manufacturer. Phil Steinmeyer, Inside the
|
|
Sausage Factory: Exploding the Myths, CG Online, at
|
|
http://www.cgonline.com/features/010107-c1-f1.html (January 7, 2001). On top
|
|
of these fees, there are high advertising and shelf-space costs inherent in
|
|
attempting to market a game in retail channels. These factors are mitigated
|
|
for large publishers by the correspondingly high licensing costs of existing
|
|
content, such as movie tie-ins, and costs to develop assets that can be easily
|
|
transferred between console versions, such as art and music. With larger
|
|
advertising budgets and more market power, larger actors are encouraged to
|
|
work to push their titles across console borders. "As a result, you really
|
|
need those big multi-million dollar winners to cover your costs." Interview
|
|
by David J. Edery with Kathy Vrabek, President, Activision Publishing
|
|
(November 11, 2003) (on file with author).
|
|
|
|
21 Nearly half of computer gamers are over the age of 35, and nearly half are
|
|
female. Video game players are younger, thirty-eight percent being below the
|
|
age of 18, and only twenty-nine percent are female. See Essential Facts,
|
|
supra note 18, at 3. The seemingly large proportion of female computer gamers
|
|
is the subject of contention. "The market is still overwhelmingly dominated
|
|
by males, so even though the growth rate of the female market looks big, women
|
|
continue to represent a very small percentage of gamers overall." Interview
|
|
with Kathy Vrabek, supra note 20.
|
|
|
|
22 See Essential Facts, supra note 18, at 5.
|
|
|
|
23 Id. Only two of the top twenty best-selling computer games were rated "M".
|
|
One was Grand Theft Auto 3, which was in fifteenth place, as compared to its
|
|
second place showing in the video game market.
|
|
|
|
24 See, e.g., H.R. 669, supra note 1. The definitions applied by the bill
|
|
could be read to exclude many computer games, although this omission is almost
|
|
certainly unintentional given perambulatory language referring to "video and
|
|
computer games". See note 7.
|
|
|
|
25 Press Release, Leland Yee, Assemblymember Yee Introduces Legislation
|
|
Restricting the Sale of Violent Video Games to Children (November 25, 2003)
|
|
(on file with author).
|
|
|
|
26 Ed Fletcher, Bills to Target Violent Video Games, Sacramento Bee,
|
|
November 29, 2003.
|
|
|
|
27 See Essential Facts, supra note 18, at 5. See also Steven Kent, Game
|
|
Glorifies a Life of Crime, USA Today, December 20, 2001, at D3 (noting that
|
|
players `run prostitutes, deliver drugs, make gangland hits and generally
|
|
flout the law.")
|
|
|
|
28 See generally Bonnie B. Phillips, Virtual Violence or Virtual
|
|
Apprenticeship: Justification for the Recognition of a Violent Video Game
|
|
Exception to the Scope of First Amendment Rights of Minors, 36 Ind. L. Rev.
|
|
1385 (2003) [hereinafter Virtual Violence]. "[A]s results emerge from
|
|
research on the effect of violent video games, a compelling argument can be
|
|
made that video games are training their players to kill, like the military
|
|
trains soldiers for battle." Id. at 1396.
|
|
|
|
29 Adam Thierer, Regulating Video Games: Parents or Uncle Sam?, Cato
|
|
Institute, supra note 10.
|
|
|
|
30 Virtual Violence, supra note 28, at 1394-1395, quoting Craig A. Anderson &
|
|
Karen E. Dill, Video Games and Aggressive Thoughts, Feelings, and Behavior in
|
|
the Laboratory and Life, 78 J. PERSONALITY & SOC. PSYCH. 772, 772.
|
|
|
|
31 Grossman defines "killology" as "The scholarly study of the destructive
|
|
act, just as sexology is the scholarly study of the procreative act."
|
|
Killology Research Group, at http://www.killology.com (visited Dec. 7, 2003).
|
|
See generally David Grossman, On Killing: The Psychological Cost of Learning
|
|
to Kill in War and Society (Little, Brown and Co. 1995). See also David
|
|
Grossman, On Killing: The Psychological Cost of Learning to Kill in War and
|
|
Society (Little, Brown and Co. 1995).
|
|
|
|
32 Virtual Violence, supra note 28, at 1401-1402, quoting David Grossman &
|
|
Mary Cagney, Trained to Kill, Christianity Today, Aug. 10, 1998, at 31
|
|
(original source unavailable).
|
|
|
|
33 See generally Press Appearances, Killology Research Group, at
|
|
http://www.killology.com/press.htm (visited Dec. 7, 2003).
|
|
|
|
34 "Violent video games hardwire young people for shooting at humans. The
|
|
entertainment industry conditions the young in exactly the same way the
|
|
military does." Newsroom, The Lion & Lamb Project, at
|
|
http://www.lionlamb.org/newsroom_research_stats.html (visited Dec. 7, 2003)
|
|
quoting On Killing, supra note 31.
|
|
|
|
35 See Reports: 1998 Video and Computer Game Report Card: Video Game
|
|
Violence: What Does the Research Say?, National Institute on Media and the
|
|
Family, at http://www.mediafamily.org/research/report_vgrc_1998-2.shtml
|
|
(visited Dec. 7, 2003) [hereinafter 1998 Report Card]. For the most recent
|
|
Report Card, see 7th Annual Video and Computer Game Report Card -- Full
|
|
Report, December 19, 2002, National Institute on Media and the Family, at
|
|
http://www.mediafamily.org/research/report_vgrc_2002-2.shtml
|
|
(visited Dec. 7, 2003) [hereinafter 2002 Report Card].
|
|
|
|
36 See 1998 Report Card, supra note 35.
|
|
|
|
37 6th Annual Video and Computer Game Report Card -- Full Report, December 13,
|
|
2001, National Institute on Media and the Family, at
|
|
http://www.mediafamily.org/research/report_vgrc_2001-2.shtml
|
|
(visited Dec. 7, 2003) [hereinafter 2001 Report Card], citing Griffiths, M.D.
|
|
& Hunt, N., Dependence on Computer Games by Adolescents, 82 Psychol. Rep.
|
|
475-480 (1998).
|
|
|
|
38 7th Annual Video and Computer Game Report Card -- Full Report, December 19,
|
|
2002, National Institute on Media and the Family, at
|
|
http://www.mediafamily.org/research/report_vgrc_2002-2.shtml
|
|
(visited Dec. 7, 2003), citing Griffiths, M.D. & Hunt, N., Dependence on
|
|
Computer Games by Adolescents, 82 Psychol. Rep. 475-480 (1998).
|
|
|
|
39 Id, citing Stanley A. Miller, Death of a Game Addict, Milwaukee Journal
|
|
Sentinel, March 31, 2002.
|
|
|
|
40 For the industry response to unfavorable public perceptions, see text
|
|
accompanying note 17.
|
|
|
|
41 Dr. Henry Jenkins, Coming Up Next: Ambushed on "Donahue"!, Salon.com, at
|
|
http://www.salon.com/tech/feature/2002/08/20/jenkins_on_donahue/index.html
|
|
(Aug. 20, 2002).
|
|
|
|
42 Id.
|
|
|
|
43 Id.
|
|
|
|
44 Interview with Dr. Henry Jenkins, Director, Comparative Media Studies
|
|
Program, Massachusetts Institute of Technology, at
|
|
http://www.penny-arcade.com/lodjenkins.php3 (visited Dec. 7, 2003)
|
|
(emphasis original).
|
|
|
|
45 Mike Krahulik and Jerry Holkins, How Many Points Is That?,
|
|
Penny Arcade, at
|
|
http://www.penny-arcade.com/view.php3?date=2000-03-27&res=l (March 27, 2000).
|
|
|
|
46 See Kendrick I, 115 F. Supp. 2d 943. See further American Amusement Mach
|
|
Ass'n v. Kendrick, 244 F.3d 572 (7th Cir. 2001), cert. denied, 534 U.S. 994
|
|
(2001) [hereinafter Kendrick II]. See also IDSA I, 200 F. Supp. 2d 1126. See
|
|
further Interactive Digital Software Ass'n v. St. Louis, 329 F.3d 954, (8th
|
|
Cir. 2003) [hereinafter IDSA II]. 47 Kendrick I, 115 F. Supp. 2d at 945,
|
|
quoting Indianapolis Ordinance, supra note 3.
|
|
|
|
48 Plaintiffs did not challenge the ordinance's restrictions on sexually
|
|
explicit material. Id. at 946.
|
|
|
|
49 See Kendrick II, 244 F.3d at 573.
|
|
|
|
50 In addition to its own analysis, the opinion includes the ordnance itself,
|
|
along with its perambulatory material, as an appendix. See Kendrick I, 115 F.
|
|
Supp. 2d at 981.
|
|
|
|
51 The ordnance was characterized as a regulation of "the conduct of persons
|
|
who own or operate places of business which contain amusement machines and/or
|
|
video games, in such a manner that restricts and prohibits access to amusement
|
|
machines and/or video games which are deemed harmful to minors, and to
|
|
prohibit such amusement machines and/or video games on public property."
|
|
Kendrick I, 115 F. Supp. 2d at 981.
|
|
|
|
52 Responding plaintiff's challenges to the city's use of studies finding
|
|
harmful effects accruing in players of electronic games in the home to
|
|
justify the applicability of the ordnance to arcade games, the court ruled
|
|
that the essential issues were the same. "Although home and arcade platforms
|
|
for video games are different, that does not mean that studies of one are
|
|
irrelevant to the other." Kendrick I, 115 F. Supp. 2d at 964.
|
|
|
|
53 See Kendrick I, 115 F. Supp. 2d at 947.
|
|
|
|
54 See Kendrick I, 115 F. Supp. 2d at 946.
|
|
|
|
55 Id, citing Ginsberg v. State of N.Y., 390 U.S. 629, 88 S.
|
|
Ct. 1274 (1968).
|
|
|
|
56 Id. at 950, citing Marshfield Family Skateland, Inc. v. Town of Marshfield,
|
|
450 N.E.2d 605, 609-610 (Mass. 1983).
|
|
|
|
57 Caswell v. Licensing Comm'n, 444 N.E.2d 922, 927 (Mass. 1983), cited by
|
|
Kendrick I, 115 F. Supp. 2d at 951. Marshfield, which followed Caswell in the
|
|
same year, notes that the Court's Caswell holding was factually limited, and
|
|
explicitly did not foreclose on technological and stylistic advances elevating
|
|
games to speech status. See Kendrick I, 115 F. Supp. 2d at 951, citing
|
|
Marshfield, 450 N.E.2d at 226-27.
|
|
|
|
58 See generally City of Warren v. Walker, 354 N.W.2d 312 (Mich. 1984). See
|
|
also America's Best Family Showplace Corp. v. City of New York, 536 F.Supp.
|
|
170 (E.D.N.Y.1982).
|
|
|
|
59 See Kendrick I, 115 F. Supp. 2d at 950.
|
|
|
|
60 Kendrick I notes two Seventh Circuit cases that tangentially covered First
|
|
Amendment rights in the context of electronic entertainment, but neither
|
|
squarely addressed the existence of protectable speech in such media. See
|
|
Kendrick I, 115 F. Supp. 2d at 951, citing Rothner v. City of Chicago, 929
|
|
F.2d 297 (7th Cir.1991) and Miller v. Civil City of South Bend, 904 F.2d 1081
|
|
(7th Cir.1990) (hereinafter Miller).
|
|
|
|
61 See Miller, 929 F.2d at 1098-1099, cited by See Kendrick I, 115 F. Supp. 2d
|
|
at 951.
|
|
|
|
62 Southeastern Promotions, Ltd. v. Conrad, 420 U.S. 546, 557 (1975), quoted
|
|
by Kendrick I, 115 F. Supp. 2d at 952.
|
|
|
|
63 Kendrick I, 115 F. Supp. 2d at 952. The tactical failure to demonstrate a
|
|
game subjected to the challenged regulation did not prejudice the court's
|
|
reasoning; a similar failure proved critical in IDSA I. See text accompanying
|
|
note 88.
|
|
|
|
64 Id.
|
|
|
|
65 See generally Kendrick I, 115 F. Supp. 2d at 952-954.
|
|
|
|
66 Id. at 954.
|
|
|
|
67 Kendrick I, 115 F. Supp. 2d at 962.
|
|
|
|
68 Id. at 963.
|
|
|
|
69 Id. at 965.
|
|
|
|
70 Id. at 981.
|
|
|
|
71 See Kendrick II, 244 F.3d at 574, citing Winters v. New York, 333 U.S. 507,
|
|
518-20, and United States v. Thoma, 726 F.2d 1191, 1200 (7th Cir.1984).
|
|
|
|
72 See id. at 579.
|
|
|
|
73 Kendrick II, 244 F.3d at 577.
|
|
|
|
74 "But the game is feminist in depicting a woman as fully capable of holding
|
|
her own in violent combat with heavily armed men. It thus has a message,
|
|
even an `ideology,' just as books and movies do." Kendrick II, 244 F.3d at
|
|
578.
|
|
|
|
75 See id. at 579-80.
|
|
|
|
76 See IDSA I, 200 F. Supp. 2d at 1130.
|
|
|
|
77 IDSA II, 329 F.3d at 956.
|
|
|
|
78 Media coverage of IDSA I was relatively prolific, and commonly referenced
|
|
both the Seventh Circuit's holding and the fact that the district judge, Judge
|
|
Stephen N. Limbaugh, was a relative of talk-show host Rush Limbaugh. See
|
|
generally Mark Jurkowitz, Appeals Court Holds Key in Battle Over Regulation of
|
|
Violent Video Games, The Boston Globe, October 2, 2002, at D1. See also
|
|
Wagner James Au, Playing Games With Free Speech, Salon.com, at
|
|
http://www.salon.com/tech/feature/2002/05/06/games_as_speech/ (May 6, 2002).
|
|
See further Chris Morris, No Free Speech for Games, CNN Money, at
|
|
http://money.cnn.com/2002/04/30/commentary/game_over/column_gaming/
|
|
(April 30, 2002).
|
|
|
|
79 See IDSA II, 329 F.3d at 954.
|
|
|
|
80 See IDSA I, 200 F. Supp. 2d at 1141.
|
|
|
|
81 See generally "Atticus XI - The Lawyer of Doom" (pseudonymous), The
|
|
Intersection of Gaming and Law, Penny Arcade, at
|
|
http://www.penny-arcade.com/lod3.php3 (visited Dec. 7, 2003).
|
|
|
|
82 IDSA I, 200 F. Supp. 2d at 1132 (citations omitted).
|
|
|
|
83 Id. at 1133, quoting America's Best Family Showplace Corp. v. City of N.Y.,
|
|
Dep't of Buildings, 536 F.Supp. 170, 173-174 (E.D.N.Y.1982).
|
|
|
|
84 The court drew support from both Caswell and Rothner, but did not follow
|
|
Kendrick I in examining the impact of time on the strength of these cases.
|
|
See text accompanying note 57.
|
|
|
|
85 IDSA I, 200 F. Supp. 2d at 1134.
|
|
|
|
86 Id.
|
|
|
|
87 Id.
|
|
|
|
88 Id. at 1135. See also text accompanying note 82.
|
|
|
|
89 Id., citing Spence v. State of Washington, 418 U.S. 405, 410 (1974) for the
|
|
proposition that "the context in which a symbol is used for purposes of
|
|
expression is important, for the context may give meaning to the symbol."
|
|
|
|
90 IDSA I, 200 F. Supp. 2d at 1131.
|
|
|
|
91 See generally Playing Games With Free Speech and No Free Speech for Games,
|
|
supra note 78. See also Interview with Dr. Henry Jenkins, Comparative Media
|
|
Studies Program Director, Massachusetts Institute of Technology, in
|
|
Gamecritics.com (January 22, 2003), at
|
|
http://www.gamecritics.com/feature/interview/jenkins/page01.php (claiming that
|
|
Limbaugh in fact failed to capitalize the game "Doom" correctly, and therefore
|
|
correctly identified only one game of the four he watched.)
|
|
|
|
92 See Interview with Henry Jenkins, supra note 91.
|
|
|
|
93 Id.
|
|
|
|
94 See IDSA I, 200 F. Supp. 2d at 1133. See also text accompanying note 58.
|
|
|
|
95 Id. at 1135.
|
|
|
|
96 See Interview with Dr. Henry Jenkins, supra note 91 (characterizing the
|
|
ruling as "expansive"). See also The Intersection of Gaming and Law, supra
|
|
note 81.
|
|
|
|
97 See IDSA I, 200 F. Supp. 2d at 1136-1138. Testimony presented by the
|
|
county at trial notably referenced the work of Lt. Col. Grossman. Id. at
|
|
1137.
|
|
|
|
98 Id. at 1141.
|
|
|
|
99 See IDSA II, 329 F.3d 954.
|
|
|
|
100 Id. at 957, quoting Kendrick II, 244 F.3d at 577-78.
|
|
|
|
101 See id.
|
|
|
|
102 Id, quoting Turner Broad. Sys., Inc. v. FCC, 512 U.S. 622, 664 (1994).
|
|
|
|
103 Id. at 959.
|
|
|
|
104 Id. at 960.
|
|
|
|
105 See text accompanying note 7.
|
|
|
|
106 See generally H.R. 669, supra note 1.
|
|
|
|
107 See generally R.A.V. v. St. Paul, Minn., 505 U.S. 377, 382-83 (1992),
|
|
cited by Kendrick II, 244 F.3d at 574 and IDSA II, 329 F.3d at 958.
|
|
|
|
108 See generally Kendrick II, 244 F.3d at 576, citing Erznoznik v. City of
|
|
Jacksonville, 422 U.S. 205, 212-14 (1975) and Tinker v. Des Moines Independent
|
|
School District, 393 U.S. 503, 511-14 (1969).
|
|
|
|
109 IDSA II, 329 F.3d at 959. See also text accompanying note 103.
|
|
|
|
110 See generally Books and Audio/Video, Killology Research Group,
|
|
at http://www.killology.com (visited Dec. 7, 2003).
|
|
|
|
111 See Coming Up Next!, supra note 41.
|
|
|
|
112 See IDSA I, 200 F. Supp. 2d at 1138.
|
|
|
|
113 "The ratings and content descriptors of video and computer games issued by
|
|
the entertainment industry reflect the notion that certain video and computer
|
|
games are suitable only for adults due to graphic depictions of sex or
|
|
violence." HR 669, supra note 1.
|
|
|
|
114 Id.
|
|
|
|
115 IDSA II, 329 F.3d at 959, quoting United States v. Playboy Entm't Group,
|
|
Inc., 529 U.S. 803, 822 (2000).
|
|
|
|
116 H.R. 669 Sec. 2 (3), (4) & (7).
|
|
|
|
117 See generally R.A.V., supra note 107.
|
|
|
|
118 H.R. 669 2732, supra note 1.
|
|
|
|
119 The language of 2732 does not appear to include games played in situ in
|
|
an arcade, which were covered by the ordinances in both Kendall and IDSA.
|
|
Otherwise, the simplicity of the language incorporates all the effects of
|
|
those regulations and applies them nationally. See H.R. 669. As with both
|
|
Kendrick and IDSA, the language barring the sale or rental of depictions of
|
|
nudity and sexual content are unlikely to be challenged; sexual obscenity
|
|
guidelines are clearer and less troublesome to the industry than relatively
|
|
vague, novel, and unfounded restrictions on violent material.
|
|
|
|
120 H.R. 669 2371 (1) & (2)
|
|
|
|
121 See generally Interview with Dr. Henry Jenkins, supra note 44.
|
|
|
|
122 Kendrick II, 244 F.3d at 576-77.
|
|
|
|
123 H.R. 669, supra note 1.
|
|
|
|
124 Kendrick II, 244 F.3d at 577.
|
|
|
|
125 Interview with Dr. Henry Jenkins, supra note 44.
|
|
|
|
126 See St. Louis Ordinance, supra note 3, quoted by IDSA I, 200 F. Supp. 2d
|
|
1126.
|
|
|
|
127 IDSA I, 200 F. Supp. 2d at 1130, quoting St. Louis Ordinance, supra note
|
|
3.
|
|
|
|
128 Id.
|
|
|
|
129 Id. The relevant ratings correspond to "Mature," "Adults Only," "Teen,"
|
|
"Early Childhood" and "Everyone." See generally ESRB Game Ratings, supra note
|
|
17.
|
|
|
|
130 See ESRB Game Ratings, id.
|
|
|
|
131 IDSA I, 200 F. Supp. 2d at 1130, quoting St. Louis Ordinance, supra note
|
|
3. See also text accompanying note 127.
|
|
|
|
132 Id. See also text accompanying note 119.
|
|
|
|
133 Id. See also H.R. 669, supra note 1 (containing virtually identical
|
|
language).
|
|
|
|
134 "The violence in media surrounding children at every turn translates into
|
|
learned behaviors, similar to the training tactics used in Nazi Germany and
|
|
Imperial Japan to desensitize soldiers to killing. And children are becoming
|
|
expert marksmen as they play their `children's' video games, Grossman said.
|
|
`Today, kids are taught to kill every living thing in front of them with the
|
|
greatest possible efficiency,'' he said. `And kids are on murder simulators
|
|
every night, shooting with supernatural accuracy.'" Barbara Blake,
|
|
"Killology" Expert Speaks in Asheville, Killology Research Group, at
|
|
http://www.killology.com/ashevillecitizen_mar01.htm (March 29, 2001).
|
|
|
|
135 See IDSA I, 200 F. Supp. 2d at 1135.
|
|
|
|
136 Interview with Sam Lake, Lead Writer, Rockstar Games, in ShackNews at
|
|
http://www.shacknews.com/extras/interviews/093003_maxpayne2_1.x
|
|
(Sept. 30, 2003).
|
|
|
|
137 Id.
|
|
|
|
138 Playing Games With Free Speech, supra note 78.
|
|
|
|
139 Kendrick II, 244 F.3d at 577.
|
|
|
|
140 Id. at 577-78.
|
|
|
|
141 Id. at 578.
|
|
|
|
142 See generally Kendrick I, 115 F. Supp. 2d 943.
|
|
|
|
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Issue#138 of "GwD: The American Dream with a Twist -- of Lime" ISSN 1523-1585
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copyright (c) MMIII Yancey Slide/GwD Publications /---------------\
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copyright (c) MMIII GwD, Inc. All rights reserved :WOOGIE + WOOGIE:
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a production of The GREENY world DOMINATION Task Force, Inc. : GwD :
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Postal: GwD, Inc. - P.O. Box 16038 - Lubbock, Texas 79490 \---------------/
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FYM -+- http://www.GREENY.org/ - editor@GREENY.org - submit@GREENY.org -+- FYM
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