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Free
Expression Policy Project
Combats Notions About Violent Videogames
September 27, 2002 |
Last Spring US District Court Judge Stephen N. Limbaugh Sr. determined
that videogames do not qualify as "speech" and are therefore not
protected under the First Amendment. The case was brought before Judge
Limbaugh by the Interactive Digital Software Association (IDSA) and St.
Louis videogame retailers and arcade owners who were upset about an
ordinance passed by the St. Louis City Council regulating violent and
mature videogames. In
the courts ruling, Judge Limbaugh wrote that there is "no
conveyance of ideas, expressions, or anything else that could possibly
amount to speech. The court finds that video games have more in common
with board games and sports than they do with motion pictures."
Of course these words seem ludicrous, especially to those of us who
play games and have become enthralled in a story or been taken by a
particularly interesting meaning. We only have to recall games like
Black and White, Deus Ex, Abes Oddyssey, Majestic, State of Emergency,
Medal of Honor, and a host of others to find examples of involving
narratives conveying ideas and expressing emotion in
addition to proliferating various worldviews and ideologies. To make his
decision even more absurd, Judge Limbaugh cited his "survey" of four
games, two of which he mistakenly refers to as "Mortal Combat" and
"Resident of Evil Creek".
This case is memorable because it demonstrates the potential there is
for videogames to become marginalized and regulated into a mainstream
preconception of what they can be. That means, for the most part, that
videogames will be doomed to become entertainment for children and thumb
workouts for cell phones, much as comic books were regulated into the
territory of jingoistic superheroes during the 1950s and 1960s. I dont
have to spend a whole lot of time detailing to you why we dont want to
see videogames limited in such ways. Aside from the fact that most of
our readers at GamesFirst! are already among those who see games as an
artform akin to film and literature, James Wagner Au of Salon.com did a
wonderful job outlining all the ideological and critical faults in Judge
Limbaughs decision in his excellent article, " Playing
Games with Free Speech."
Unfortunately, much of the coverage of videogames in mainstream media
and legal action focuses on the violent aspects of games and their
potential to induce violent behavior. As the Free Expression Policy
Project (FEPP) puts it in
their latest release,
this connection between videogame violence and violence in children is a
"common-sense hypothesis." They go on to note that common-sense
hypotheses are not always necessarily correct, and the document,
authored by 33 media scholars, goes on to detail exactly why videogames
do not necessarily lead to violence among the youth.
The report from FEPP takes into account a large number of studies and
evaluates their methods, which are often questionable. Violent activity
is sometimes equated with actions like popping balloons, and other
"aggressive" elements such as "noise blasts" and "aggressive words"
on-screen are cited as contributing to aggressive behaviors. In
addition, there is a general error made when researchers fail to
differentiate between "aggressive" reactions to playing games and
excitement or enjoyment arising from difficulty or performance in a
game.
It turns out that weve been down this road before. Comic books were
scrutinized. Television has been scrutinized. Movies and music have been
recently put under the microscope. In all of these cases, results have
been inconclusive, but that has not stopped researchers and advocates
from making generally unfounded claims about the relationship between
violent media and violent behavior. In fact, similar results from
similar studies have connected violent behavior to television shows like
"Sesame Street" and "Mr. Rogers Neighborhood". Certainly there is cause
for some rational, distanced evaluation of these projects, as it seems
unlikely that Daniel the Timid Tiger has ever pushed any child over the
edge. However, thats the common sense coming into play, and common
sense seems to be a tricky thing in this subject area. As the FEPP
report points out, the occasional positive results in any of these
studies do not indicate a larger trend of media-inspired violence.
Rejecting the casual hypothesis that media violence inspires
real-world violence is key to the FEPP argument. They advocate a more
complex, nuanced approach to the issue. The more interesting view on the
subject recognizes that individuals are affected in a variety of ways by
all media, and how they are affected depends very much on their specific
personalities, experiences, likes and dislikes. The report states,
"MIT's Henry Jenkins summed up this approach when he wrote that many
young people move nomadically across the media landscape, cobbling
together a personal mythology of symbols and stories, and investing
those appropriated materials with various personal and subcultural
meanings." It goes on to note that these appropriated and personalized
mythologies are then used for various personal reasons. For example,
psychologist Jeffrey Arnett, who has studied the connection between
adolescent recklessness and preference for loud or "violent" music,
writes that, "adolescents who like heavy metal music listen to it
especially when they are angry and the music has the effect of calming
them down and dissipating their anger." Furthermore, it is often ignored
that the youth, especially teens, who enjoy violent videogames and media
the most are often very opposed to violence in the real world and that
young people just might be smart enough to tell the difference.
The exhaustive survey of studies on videogames and other media
influences on youth is an enlightening and interesting read. The FEPP
has created a major point of reference for anyone interested in the
subject that is well-documented and well thought out. Their conclusion
about censorship and videogames is solid: "Censorship laws based on
bogus claims that science has proved harm from violent entertainment
deflect attention from the real causes of violence and, given the
positive uses of violent fantasy, may be counterproductive." We couldnt
agree more.
In spite of the fact that similar ordinances have been struck down,
and that other US District Courts have recognized the right of
videogames to protection under the First Ammendment, the St. Louis
ordinance is still in place.
Shawn Rider |
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