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  •    10 Worst Violent Videogames: A little context  
     
    Tuesday, November 23 2004 @ 10:23 PM UTC
    Contributed by: David

    I wrote the following article for the Denver Post Online site. I'm reposting it here because I think the context it offers is important to share with the game community at large

    The word you are looking for is “context”

    ‘Tis the season to be jolly, plan family get togethers, buy gifts and fret about videogame violence.

    You don’t need me to repeat the claims of the Interfaith Center on Corporate Responsibility. They’ve made them available to the public and pushed them in the press.

    But in case you are in a hurry and don’t want to download the streaming audio or read the complete set of comments, let me summarize:

    • Videogame violence is bad for children
    • Retailers sell violent games to children
    • The ESRB system of game ratings is flawed:
      • Game publishers pressure the ESRB to go easy on the ratings and might even just lie about the content
      • Retailers sell games rated M for mature to kids under the age of 17
      • Parents don’t know what the ratings mean anyway
    So, to help clarify the situation, the ICCR has published it list of the “10 Worst Violent Video Games”:
    1. Doom 3
    2. Grand Theft Auto: “San Andreas
    3. Gunslinger Girls 2
    4. Half Life 2
    5. Halo 2
    6. Hitman: Blood Money
    7. Manhunt
    8. Mortal Combat
    9. Postal 2
    10. Shadow Heart
    (They also listed the America's Army game as a bonus 11th addition to the list)

    Today, I joined a 60-minute press call sponsored by the ICCR. And I even asked some questions. Let me provide some of the important missing context.

    The Q&A started with a reporter from the LA Times asking how the list was determined. Cathy Rowan of the ICCR said something about focusing on first-person shooters, but did not offer a clear criteria. Dr. Martha Burk, president, Center for Advancement of Public Policy and chair, National Council of Women's Organizations, was a little more specific. She said the group picked games that were demeaning to women or depicted violence against women. She also added that she thought the games were not appropriate “for anyone.”

    These explanations were peculiar and incomplete. Looking at the list, at least one game is not out yet (“Hitman”) and one is available only as an import “(Gunslinger Girls 2”). So, it is difficult to see how any sort of criteria could be applied.

    In the context of these comments, it appears that the list is a political assemblage of games meant to illustrate a point and breed public ire.

    I followed up with a simple question, “Who on this panel has played which of the games?”

    Burke answered first, “I haven’t played any of them.” She backed up her willful ignorance of the games by suggesting that she didn’t need to read Soldier of Fortune to know that she was opposed to its glorification of killing. “I think it’s an irrelevant question,” she concluded.

    Another panelist, Pat Wolf, executive director of the ICCR, took the opportunity to suggest that the ESRB raters didn’t play the games either. They simply watched submitted footage.

    Finally, Pamela Eakes, president and founder, Mothers Against Violence in America, offered that she had reviewed play of GTA: San Andreas and Halo 2 for about 6 hours. Her answer was not clear in terms of how she reviewed the games or with whom.

    With this context, it’s clear that the list is a red herring. While the ICCR’s has honorable motives for wanting to better educate parents and encourage them to take an active role in the gaming lives of their children, beneath the good intentions is a effort to stir moral outrage and stimulate a chilling effect on videogame sales, if not outright censorship.

    By not playing these games, this group falls into the debilitating trap of censorship. Hiding behind overbroad and inaccurate claims of conclusive evidence linking real world and videogame violence, this well-intentioned group misses what gamers young and old know—-context matters. Look at “Doom 3”, their number 1 offender. You don’t have to play that game for 20 minutes to grasp the spine of the narrative: Corporate greed and avarice has unlocked the gates of hell. You stand in path of pure evil and humanity’s last hope.

    Where is the violence against women? Where is the racial hate? Why is this game an immoral swamp? They didn’t play the game, so how could they answer?

    Certainly, it takes a well-honed taste for irony to understand why the “Grand Theft Auto” series is a cutting social commentary as much as it is prurient entertainment. But again, without the context, that game is “having sex with hookers and killing them” in the same way that “Romeo and Juliet” is just a call for teen suicide. And make no mistake, even though Burke insists that “This is not about censorship, it is about disclosure,” the conversation, the context, reveals a deep distrust of interactivity and of videogames and a desire to sow anger and distrust on the part of parents.

    When asked what game ratings needed to improve, Wolf explained:

    “One that is not voluntary. One that is transparent in terms of the content. One that actually describes what acts are actually being performed, what the child is expected to do. And I think it we had that kind of transparency, we could more appropriate rate the games and separate the games.”

    Panelist Eakes argued that a more liberal use of the AO (adult only) rating would properly place distasteful games in the adult video shop, “Where they belong.”

    In other words, the panel wants a compulsory editorial description on every game and preferably one that sends a classification of games into the brown wrapper aisles of the local porno shop. The line between this kind of labeling and marginalization and censorship is hard to detect.

    By tossing the context out of the discussion, the ICCR has succeeded in creating fear and distrust rather than helping to build bridges. Instead of working with the ESRB to help educate parents around the rating system, and proactively working with retailers to enforce the current rating system, he group has resorted to a sort of strong-arm blackmail—do a better job or we will stage a negative PR campaign designed to hurt you socially and politically.

    I find this incredibly distressing. I do believe that the game industry and every other industry have a responsibility to the public. And I firmly support the efforts of public groups to create accountability. But in this case, the agenda is hidden under the guise of protecting children and upon closer scrutiny, the thrust is revealed—these people want to censor videogames. More so, they want to do this without considering the full range of research or the context.

    The net effect is to mask real efforts to improve the videogame rating and retail system, and to push to the side a fair dialog about the social impacts of games. The word I’m looking for, the context again, is propaganda. The ICCR has stooped to punditry to press their point of view. And as a result, the good in their mission is tainted with the stink of polemic politics.

    Perhaps the most telling moment of the entire call came when a reporter asked in essence, “Why is it that crime rates are falling just as videogame content is getting more violent?”

    Without irony, New York City councilman Eric Gioia replied, “I’ll take a stab at that”

    You see Councilman Gioia, context is everything.






     
             


    10 Worst Violent Videogames: A little context | 34 comments | Create New Account
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    10 Worst Violent Videogames: A little context
    Authored by: CapCom on Wednesday, November 24 2004 @ 01:22 AM UTC
    Yeah, that's been pretty well demonstrated in the previous article about Jack Thompson. A lot of it is just uneducated people trying to stick it to videogames. In order to properly argue your case, you need to know better what you're talking about. Of course, the general public isn't informed and listen to the popular word which obviously results in a lot of things happening that shouldn't.

    A good question would be how much of this stuff is gratuitous and how much of it actually serves a purpose. Simply banning all violence from games without trying to understand them is like ABC refusing to air Saving Private Ryan (at 10PM for crying out loud). And the reason? The language. Whatever happened to guys getting their guts blown out or torched with flame throwers and blown to pieces by grenades? So it's ok to show that but it isn't ok to have somebody say the 'f' word, even on late-night TV? Then they show all these horrible shows. I think it also helps demonstrate that gratuity does sell and also tells us quite a bit about the morals of this society.

    As for the rating system, how much more descriptive is it than the TV rating system? I think much of the problem lies with awareness about the system and enforcement of the system. The ESRB is doing its part, but that doesn't mean anything if a parent doesn't understand the ESRB or if the stores don't enforce it. And even if they do, it isn't going to keep the ignorant mother from purchasing GTA: Vice City for her four-year-old (which I saw once when I was working at one store and was appalled). Of course, if the kid is mature enough to understand what's going on, that's one thing, but if he isn't, then should he really be allowed to play this type of game?

    There is an article in the recent Computer Gaming Monthly (or whatever that mag is - it's got Everquest II on the cover, page 44 I believe) where they sent a 15-year-old into various stores to try and purchase mature games. The results were very suprising. I showed this article to one of the managers at the store I am currently working at (which was one of the ones that was not doing its job of refusing to sell these games to minors) and while I don't know his exact reaction (he was kind of busy) I did hear some people talking about it towards the end of the day. I'm sure some people got lectured about that but better that it stops in the store instead of heading out to the streets where every John, Dick, and Harry can start their negative PR campaign against games. That and it's the store's job to enforce the ratings system (or at least an understood agreement with the ratings board).

    I think what probably needs to have happen is that first off parents need to be informed about the videogames rating system and second that stores need to better enforce this system.

    To promote knowledge of the system, the ESRB needs to place more flyers and other information in places where games are sold and can even air commercials on TV on channels and at times where game commercials are played like the government does for its own public awareness programs. This isn't exactly cheap stuff but it should be fairly effective and companies that want good PR can even help foot the bill - and gain advertising - by putting their logos in the commercial showing they support this.

    Store employees also need to be aware about selling games to minors and if their store has a policy against it that policy needs to be enforced and if there isn't a policy then the store should probably have one. Probably the best way of promoting store awareness could also come from gaming magazines and the ESRB, to show management surveys that indicate their store isn't exactly doing their job in doing something about selling mature games to minors. Negative PR can do wonders for getting bureaucracies moving.

    Of course, they shouldn't just take my word for it. What really needs to happen is for there to be a meeting between developers, the ratings board, and sales companies to discuss the issue and what to do about it. While my ideas may hold some weight, there are bound to be people in these meetings who have more knowledge of the situation than I do and who can come up with ideas which may be more effective.

    It's too bad stuff like this happens.

    One of my latest gripes is that Nintendo of all companies has started to put health hazard warnings on their games right after the Gamecube logo loads. The reason for this is probably because there was a recent lawsuit where somebody sued the company because he went into epilleptic shock after playing Nintendo games (never mind the fact that he was epilleptic, had been told by his doctor not to play these games, and had been playing them for over 6 hours straight - I believe he was 25 too, still living in his parents' home, and probably unemployed if he was playing for that long). It's really too bad that Nintendo has to start doing this, especially since they're company that is supposed to be 'kiddy' and 'safe'. Even when they try to shake the image by publishing games like Eternal Darkness and Metroid Prime, they still get hammered :P

    The more often people are allowed to sue companies for stupid things like this, the worse PR games are going to get.

    Also kind of funny Halo is on there. I thought it was ok to perform violence against xenoforms and robots - George Lucas does it all the time :P

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
  • 10 Worst Violent Videogames: A little context - Authored by: David on Wednesday, November 24 2004 @ 02:58 AM UTC
  • 10 Worst Violent Videogames: A little context
    Authored by: Noogle on Wednesday, November 24 2004 @ 02:51 PM UTC
    I don't pay much attention to these kind of lists and announcements, except that it shows that journalists should work towards writing that give games a bigger mainstream infiltration. Let's face it: these groups shouldn't have any clout at all because their claims are easy to dismiss under scrutiny.

    I applaud the ESRB, ESA and ELSPA's effort in educating parents and though they probably also like showing somewhat-optimistic numbers, research chow that parents are far more educated than these people give them credit for. Strange that none of them are advocating for better parental control, instead thinking the solution lies within draconian measures that will inevitably make things easier for parents and harder for everyone else.

    Market education is key here, since it will help stop the demonizing of games. Of course at revenues that are growing at a solid pace, I doubt some moral watchdogs will be able to derail the industry, much as they couldn’t get rid of the movie industry’s voluntary system. The only concern would be when these groups ride on the bandwagon or morals and social regeneration sweeping the US at the moment – it’s a platform that could make some parties powerful lobby groups and the only way to combat that, apart from paying your ESA membership fees, is to create a bigger understanding around games and gaming.

    But that all goes back to the lack of better writing that I always complain about…

    Btw, anyone notice that Larry is absent on the list?

    ---
    nag.blog
    (http://www.nag.co.za/blog)

    Binge & Purge - Fueling the Game Rant Engine
    (http://www.nag.co.za/bnp/)
    [ Reply to This ]
  • 10 Worst Violent Videogames: A little context - Authored by: CapCom on Wednesday, November 24 2004 @ 08:07 PM UTC
  • 10 Worst Violent Videogames: A little context
    Authored by: Anonymous on Thursday, November 25 2004 @ 08:25 AM UTC
    Great article, David. Makes me want to laugh and cry at the same time.
    [ Reply to This ]
    10 Worst Violent Videogames: A little context
    Authored by: Wingless on Thursday, November 25 2004 @ 10:05 PM UTC
    This amazingly silly article forced me to make an account and reply. Let me rephrase that the article itself is not silly but moreso the content. Looking at that top 10 list made me literally laugh out loud. The thing I'm LOVING is that Halo 2 beat out Manhunt. Which is absurd. I'm a long time game player and even Manhunt made me cringe at point whereas Halo 2 was basically cartoony violence. Sure death. Yeah. Its not THAT violent when you get down to it. I'm surprised GTA didn't grace the top of the list. Its become the whipping boy. Its always brought up as the example of what's wrong with video games. I don't like it nor do I like its content. Though I think its a good game to exist. It lets people exercise a certain aspect of their personality safely. Its the same reason why games like Thief exist. It provides a way to take that role. Its been said by people before but at this point people attacking video games is a scapegoat. Think about how at one point Dungeons And Dragons was attacked for causing so many problems. Unstable individuals exist in this world and basically anything could push them over the edge. Its just at this point in time video games are a part of pop culture. The mention that the board haven't actually played these games really doesn't surprise me in the least. It makes it so much easier to shoot down things when you don't actually know anything about their content. The thing that saddens me the most is the fact that computer games are always shown in a negative light. I always was a gamer since the day I was born. My decision to want to play video games helped me to read earlier than my peers and it has helped to afford me with a rather high reading level throughout my life. Also the help with hand eye coordination. On the same note physical sports would provide the same or similar help but there are individuals that lack the ability to play sports for whatever reason (health namely). It really all amazes me. I still remember fondly when Diablo was under fire from religious fanatical groups. If you've not played the game the concept of it is basically the ultimate holy quest. You're going down there to SLAY THE DEVIL. Sure the start screen displays pentagrams and such. Its a really sad state of affairs I must say.
    [ Reply to This ]
  • 10 Worst Violent Videogames: A little context - Authored by: CapCom on Saturday, November 27 2004 @ 02:25 AM UTC
  • 10 Worst Violent Videogames: A little context - Authored by: Inanimate on Saturday, December 04 2004 @ 10:31 AM UTC
  • While we're on it...
    Authored by: CapCom on Wednesday, December 08 2004 @ 10:58 PM UTC
    An independent ratings system (PSVs) has been launched recently. It takes a different take than the ESRB in that it is more specific in the content of the game and the intensity of that content based on a three-color, three-category ratings system. The PSV system seems to be more available to complement the ESRB but it does require you to pay money for the info so that will cause a lot of parents to lose interest.

    Though the addition of a new system might point fingers at ESRB for not doing its best, it will at least point to the media that yes, we are trying to inform parents about the content of games. Should videogame companies and retailers become further involved in the PSV system, it can only take some more pressure off the industry.

    http://www.planetgamecube.com/news.cfm?action=item&id=5866
    (News Article)

    http://www.planetgamecube.com/specials.cfm?action=profile&id=515
    (Interview)

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
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