Adult-Rated
Video Games
Introduction
Video
games are part of several teenagers' lives. As technology has advanced,
video games have become increasingly lifelike, which means more
accurate depictions of adult scenarios and violence. Although measures
are already in place to limit minors' access to this adult content,
some legislators don't think it's enough.
A proposed bill in this session would make the sale or rental of an
adult-rated video game to a minor a crime. Although this most directly
impacts employees of video game retailers and rental establishments, it
could drastically inhibit teens' ability to gain access to such games.
Some believe this is an excessive limitation on those teens' First
Amendment rights, while others see it as a necessary measure to assure
that violent content in video games does not lead to violent behavior
in real-life scenarios.
Bill
Information and Links
HB1467
Sponsored by Rep. Jeff Harris
Co-sponsored by Rep. LeVota, Rep. Jeff Roorda, Rep. Patricia Yaeger, Rep. Cathy Jolly, Rep. Judy Baker,
Rep. Edward Wildberger, Rep. Wayne Henke, Rep. Brad Robinson, Rep. Sam Page, Rep.
Tim Meadows, Rep. J.C. Kuessner, Rep. Terry Young, Rep. Sue Schoemehl, Rep. Michael Spreng, Rep.
Regina Walsh, Rep. Ron Casey, Rep. Terry Witte, Rep. John Burnett, Rep. Belinda Harris, Rep. Bruce Darrough, Rep. Connie "LaJoyce" Johnson, Rep. Clint Zweifel, Rep. Joe Aull and
Rep. Robin Wright-Jones
This bill would make the sale or rental of
a mature or adults only video game to anyone under the age of 17. The
individual making the sale or rental could be punished with a class A
misdemeanor if they did not examine a photo ID with proof of age prior
to the transaction.
In addition, the bill requires retailers to post signs that explain the
rating system and provide informational brochures. Stiff penalties of
up to $5,000 would be imposed on repeat offenders.
The bill was introduced to the House in January and referred to the
House Crime Prevention and Public Safety Committee. A public hearing
was held on March 28.
Public Opinion
The graphic violence and sexual contained in today's has long
been the source of controversy among teenagers, their parents and
opposing groups emphasizing either First Amendment rights or the need
to protect families and society.
Some politicians, including the many Democratic supporters of this
legislation, believe that the content should be kept away from
teenagers, even if that means punishing the retailer. They see the
extreme graphic violence depicted in video games as a gateway to future
violence in real-life scenarios.
Opponents argue against the legislation on severl grounds. Some believe
that so long as consumers and parents adhere to the warning labels
on video games, the medium is no different than other forms of media and should
therefore not be restricted. They see the responsibility of monitoring
and restricting play as belonging to parents, not businesses. Some also
argue that children already have access to similar forms of violent
content on today's network TV programs and that what they see and
experience in video games is no worse.
Even if the bill finds support and passes, it may face future
challenges in the courtroom. Courts have already struck down similar
bans and city ordinances, including a St. Louis County ban that the 8th
Circuit Court of Appeals declared unconstitutional in 2003 on the
grounds that it violated the free-speech rights of minors. Read more in
the case text and a news story about the case.
What's
Happening in Other States
A handful of
other states are considering or have passed legislation that would ban
or restrict the sale of violent video games. However, as described
above, many have been struck down by courts. Washington passed a
similar bill in 2003 that was declared unconstitutional by a federal
judge. Another in Illinois was struck down in 2005. Judges cited both
First Amendment protections and the lack of a clear, undisputable
connection between violent video games and real-life violent behavior
in the rulings.
Helpful Links
News stories on
the proposed legislation
Kansas City Star (3-30-06)
St. Louis Post-Dispatch (3-29-06)
Columbia Daily Tribune (3-29-06)
Columbia Missourian (3-12-06)
Other
Links
Entertainment Software Rating Board (ESRB) Game Ratings
An explanation of the commonly-used rating system on
video games. Parents can also use the site to check out ratings for
specific games, including disclaimers on content such as alcohol or
drugs, violence, gore and sexual acts.
Violent Video Games: Myths, Facts and Unanswered Questions
A summary of extensive research conducted by a psychologist concerning the link between violent video games and behavior.
The Truth About Violent Youth and Video Games
A man who works inside the video game industry provides
this interesting response to the cited problems associated with violent
video games.
SafeYouth.org: Media Violence
Website of the National Youth Violence Prevention Resource Center.
MediaWise
Website of the National Institute on Media and the Family.
Entertainment Software Association
The industry assocation for computer and video gaming.
Reporting
Tips
Why this story is worth
reporting
Although this bill applies mainly to retailers and
renters of video games and their employees, its effects would most
certainly be felt in the lives of many high schoolers. Along with
making the process of obtaining adult-rated video games more difficult,
the bill would also have a direct impact on those teenagers who work at
retailers and video rental establishments.
Furthermore, teenagers enjoy a good debate over the things that they
care about and enjoy doing, such as playing video games. Some may be
aware of the restrictions of the proposed legislation, and some may
not. At the very least, teens should have the opportunity to express
their viewpoints on this ongoing struggle over the impact that violent
video games have on their lives.
Interesting facts
According to Mediawise,
the FTC reported in 2004 that 69% of 13-16 year olds were able to
purchase mature-rated video games while unaccompanied by an
adult.
According to SafeYouth.org,
a survey of families with school-age children found that 74% have video
game equipment and that less than half of parents regularly supervise
children's use of that equipment.
According to the Entertainment Software Assocation,
however, parents are much more involved in the purchase and monitoring
of their children's video games. The organization reports that youth
gamers obtain parental permission 83% of the time when playing and that
90% of video games are actually purchased by adults over the age of 18.
Who
to Interview
Talk to
students who enjoy playing adult-rated video games. Find out how they
access them. Would the bill limit their ability to play such
games? How involved are their parents in their video gaming experience?
Talk to your local police
department to obtain violent crime statistics. Have violent crimes
escalated significantly in the past decade? Is it a major problem in
your community?
Talk to peers who work at
establishments that sell or rent adult-rated video games. Do they have
any policies against selling or renting to minors? Do employees
regularly check identification? How would those employees react to
possible sanctions for failure to verify the age of a minor?
Talk to parents. Are they concerned
about violent content in video games? Do they monitor their children's
purchase and playing of video games?
Sidebar/Infographic/Photo
Ideas
A chart or graph showing local violent crime statistics
over the past few years would show whether or not violence in the
community has increased since the recent surge of graphic violence in
video games.
A photograph of a stack of controversial video games would be a good supplement to the story.
Quotes from students, parents or video game retailers and renters would make for an interesting sidebar.