Sunday, April 28, 2013

Government vs Video Games

When depictions of gratuitous violence in media come under attack after every mass killing, video games predictably take the majority of this misdirected blame, especially when the killer is twenty-something or younger. Good people who play video games, when they hear of this, are either indifferent or outraged, but no one is ever surprised. I bet no one was surprised the first time it ever happened, either. This kind of reaction might be reckless and inappropriate, but — let's be honest — it's understandable.

When a guy shoots a bunch of people, and they go into his house and find a video game in which the objective is to (virtually) shoot a bunch of (virtual) people, it certainly looks pretty incriminating. I can hardly blame the pundits and lawmakers for jumping to conclusions. More damning yet is that violent video games, unlike any of the violent movies this killer might have enjoyed, have an interactive element which puts the player in direct control of that violence. In the case of first-person shooters, it allows the player to pull the trigger.

Never mind the fact that ownership of these games is so common that their presence in the home of a killer is almost meaningless. When an innocent child plays Call of Duty and doesn't kill anyone for real, it's not nearly as newsworthy as the social outcast who (allegedly, according to some guy, maybe) became addicted to online first-person shooters before slaughtering children. People who get all of their information from the news are obviously going to have a skewed perspective. Those who think they see a correlation, and then blindly make the illogical leap to causation, don't fully realize that the video game has become such a socially acceptable pastime. They don't understand that recent spree killers who are known to have played video games did so only because they were, at least in this particular way, somewhat normal.

It's not entirely insane to draw bad conclusions about the effects of violent media when you simply haven't been told that an entire generation has been willingly exposed to everything from Mortal Kombat to Halo without a disproportionate number of individuals developing psychopathic or violent tendencies. The effortless and instant gratification that we get from video games and other computerized gadgets has only turned us into a bunch of lazy slobs. If it's true that violent crime has actually decreased in recent years, it's probably because we're too lazy to go outside and kill people even if we want to. We'd rather order pizza from our video game console and continue yelling obscenities into our headset while we 360 no-scope the kid on the other team and then brag about how tough we are.

Studies on the possible effects of exposure to violent video games continue to contradict each other, as do the self-proclaimed experts, but if video games do turn young people into murderers then it sure isn't obvious to those of us who actually play them. The gray-haired people who disagree with us have only an outsider's perspective.

Regardless of the facts, the usual scapegoat is used and abused every time a national tragedy prompts a discussion of what might be done to prevent violence. While cooler heads and logical thinking usually prevail, logic necessarily goes out the window for a period of time after every widely publicized act of senseless violence, because during such a time it's considered rude not to be ruled by your emotions. (If something terrible happens and you're not immediately calling for the public execution of the first possible suspect without waiting for a trial, you're a traitor; if children die and you're not calling for billions of dollars worth of unnecessarily legislation, you just don't care about children.) Proposals to restrict the content or sale of video games inevitably pop up here and there, and we all argue about them until our faces turn blue. However, by the time these proposals hit modern interpretations of the First Amendment like a brick wall, we've already forgotten about them, and things go back to normal until the next school shooting.

The cycle is currently in the process of repeating itself, thanks in part to last year's mass murder in Newtown, Connecticut. The push to depict the video game as a dangerous brainwashing tool has since gone into overdrive — not only because of the particularly horrific nature of this killing, and claims that the young perpetrator played too much Call of Duty, but also because violence in media had already been on the public's mind since the earlier shooting in Aurora, Colorado. After the more recent bombing attack in Boston, Massachusetts, I almost expected the anti-gaming sentiment to graduate from "video games cause violence" to "video games cause terrorism" (for it's almost a certainty that at least one of the Tsarnaev brothers had been exposed to at least one video game featuring some form of violence, and that's usually enough for a sensationalist news article). Fortunately, though, it seems that video games are only a plausible scapegoat until the T-word is used.

Regardless of which (if any) crimes can be linked to the consumption of video games, politicians are once again trying to fix the apparent epidemic of violent crime (i.e., a few high-profile cases) by campaigning for tighter restrictions on the medium. This is happening now in my home state of New Jersey, perhaps most notable today for hosting awful reality TV shows and having many of its tourist attractions ravaged by Hurricane Sandy. Am I worried? Maybe I would be if I were 12 years old, but as an adult, I'm outside the scope of any realistic attempt at regulation. Should anyone be worried? Not yet, since all of the proposed legislation I've seen is useless and inconsequential, as if government officials are just trying to look busy without rocking the boat too much. (And I guess that's normal.)

Earlier this month, for example, we heard of an assemblywoman who wants to ban playable M-rated and AO-rated games from public places. While such a proposal isn't by any means outrageous, someone clearly goofed up the details, because the idea as written is little more than a nuisance and a waste of tax money. Such a law, pertaining specifically to video games that are playable in public, could only affect arcade games and those console set-ups in video game stores. But the ESRB — creator of the M and AO ratings — doesn't even rate arcade games, and as for the playable console games in retail stores, I just couldn't care less if I tried. Last time I went to Best Buy, the games on display were kid-friendly platformers and Kinect nonsense.

To get arcade games back on the chopping block, they could just remove the references to ESRB ratings from the bill and apply the restrictions more broadly to any game featuring violence, but the popularity of arcade games is so low that passing the law would hardly be worth the effort. There are a few arcade machines at my local movie theater but nobody plays them. (And when the price of a single play has gone from $0.25 to $0.50 and sometimes $1.00, why should they? We all have video games in our homes now, and we can play them all day without losing a bunch of quarters.) There are still some standalone video arcades along the boardwalk (assuming they weren't all washed away when that hurricane blew through the Northeast), but they don't tend to have more than a few violent games. At worst, they'd have to toss the latest installment of Time Crisis or House of the Dead.

Meanwhile, New Jersey governor Chris Christie (whose high approval ratings have made him somewhat of a big deal) wants to prohibit the sale of M-rated and AO-rated games to minors without parental consent. This idea actually makes some sense, if you believe in the ESRB rating system. Of course, such a law would run afoul of a Supreme Court decision that overturned a similar law in California on the grounds that video games (like other creative works) are a protected form of free speech. For this reason, Christie's plan is likely to fail. But, hypothetically, what if a law restricting the sale of violent games were passed anyway? And what if it weren't immediately overturned by a higher court? I've composed a list of all the things that might change in my life as a direct result:
  • There might be fewer underage brats in the online games that I play.
  • I might need to bring my driver's license when I drive to the local video game store.
... That's all I've got.

Whenever we hear of possible restrictions on the sale of games to minors, there are those who act as if an outright ban on violent video games is in the works, and listening to all the unwarranted outrage is really tiring. Whether it's all a kneejerk reaction by people who jump to conclusions without carefully reading the news, or a genuine fear of a "slippery slope" that ends with blatant censorship, such an alarmist response is just as unnecessary and unhelpful as the actual legislation that's being proposed.

With a law in place, not much would change for most retailers and consumers, since the industry's self-imposed standards are almost identical to what our elected officials want to enforce. The ESRB recommends that M-rated games not be sold directly to anyone under 17 years old, and most retail stores already go along with this. In fact, on average, game retailers are doing pretty well at keeping these adult-oriented games out of children's hands. According to the FTC, it's easier for a minor to buy a ticket to an R-rated movie than to buy an M-rated game, so it's nothing short of ironic that my governor thinks we should be looking to R-rated films as an example of proper regulation and then "setting the same standard" for video games.

Compliance with this standard would surely be even higher if it became a legal issue, but parents would still be able to buy the games for their kids, which is exactly what they're doing now. Most young kids who play Call of Duty: Black Ops II didn't sneak out of the house and take a bus to the nearest GameStop to buy it. They got it from mommy for Christmas. The fact that so many minors are playing violent video games, while so few are actually buying them, means a lot of parents have no problem with providing the consent that the proposed law would require.

Meanwhile, parents who don't want their kids playing violent video games can easily enforce this decision at home, and this is already happening too. A kid who buys an M-rated game without an accompanying adult isn't necessarily doing it without parental permission; in fact, he or she probably does have that permission, implied or explicit, because otherwise the game might end up in the trash soon after entering the house. Some parents, of course, are just neglectful and stupid, but that's not the government's business. There's no need for state legislators to step in and raise everyone's children.

For all these reasons, passing a law to enforce age restrictions would be little more than another waste of time and money, regardless of whether video games have anything to do with violent behavior in children. On the other hand, for all the same reasons, I'm finding it hard to care whether this or any similar law is passed, now or in the future. Do violent video games cause violent behavior? Almost certainly not. Does this mean adult-oriented games are appropriate for kids? Not necessarily. Although the government might not have the right to enforce it, parents should decide what their kids play and I applaud game retailers for enforcing the age restrictions even when no law is in place. You won't hear me complaining if the government spoils the fun for a relatively small number of kids who actually manage to buy Grand Theft Auto behind their parents' backs without being stopped at the counter.