MARKETING VIOLENCE Group Three: Vince Carr, Anthony Connor, Brittany Loos, Scola Lee, Jon Louro and Rachel Veneziano CONSTITUTIONAL RIGHTS Under the First Amendment of the Constitution which states, “Congress shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof; or abridging the freedom of speech, or of the press;…” the media is protected. WHAT IS MEDIA VIOLENCE? “It ranges from cartoon slapstick to bloody gore, and it’s in everything our kids watch and play. If you’ve tried a T- or M-rated video game lately, or seen a cop show or music video, you’ve seen this kind of violence. It’s in practically every form of kids’ entertainment.” (commonsensemedia.org) AGE APPROPRIATE “For 5- to 7-year-olds cartoon rough-and-tumble, slapstick, and fantasy violence are okay, but violence that would reasonably result in death or serious injury is too scary. 8- to 10-year-olds can handle action-hero sword fighting or gunplay as long as there’s no gore. Violence should have consequences. For 11- to 12-year-old tweens, historical action is okay, including battles, fantasy clashes, and duels. But close-ups of gore or graphic violence (alone or combined with sexual situations) aren’t recommended. Kids ages 13-17 can and will see shoot-’em-ups, blow-‘em-ups, high-tech violence, accidents with disfigurement, or death, anger, and gang fighting. Point out that the violence portrayed hurts and causes suffering. And limit time exposure to violence, especially in video games. No M-rated games for kids younger than 16 or 17. The kid down the street may have the latest cop-killer game, but that doesn’t mean it’s good for him. The ultra violent behavior, often combined with sexual images, is not good for developing brains.” (commonsensemedia.org) MEDIA DOESN’T CREATE VIOLENCE, VIOLENCE CREATES THE MEDIA Violence in the media is not a fabrication of everyday life. It is a mirror image of societal situations. Seeing regulation as a slippery slope of censorship creates a mask, or smokescreen of reality to it’s viewers. Many genres of entertainment depict from past events throughout history. For example: Saving Private Ryan, Pearl Harbor and American Gangster. AMERICAN YOUTH INFLUENCE Five Influences That Affect Our Youth: Parents (62%) Friends (28%) Teachers (9%) Television (7%) Advertisements (4%) The greatest influence is the parents. RATING SYSTEMS AND THE V-CHIP The media itself should not be blamed for all the questionable and racy images that are put in advertisements that make it to our youth. There are very strict guidelines that the industry must follow and most of these guidelines are government monitored. The V-Chip is now monitored by the government. Every show on television is rated and is in accordance to v-chip specifications. It is a programmable device that can block certain programming from viewers. MOTION PICTURE ASSOCIATION OF AMERICA (MPAA) Federal Communications Commission (FCC) Entertainment Software Rating Board (ESRB) MEDIA EXPOSURE According to a 2001 U.S. surgeon General’s Report, “the strongest risk factors of school shootings centered on mental stability and the quality of home life, not media exposure.” The overwhelming majority of kids who play do NOT commit antisocial acts. The epidemic of youth violence has misdirected energy away from eliminating the actual causes of youth violence. LOOPHOLES IN STUDIES Most studies found correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment. Studies are in laboratories, not in the actual environment the person would be playing games in. No research has found that video games are a primary factor or that violent video game play could an otherwise normal person into a killer. LOOPHOLES CONT’D Studies show that violent video games create anti-social behavior. Almost 60% of frequent gamers play with their friends. Also, XBOX Live and Playstation network which both allow gamers to interact on a global scale with other gamers worldwide. International Journal of Liability and Scientific Enquiry, Patrick Kierkegaard of the University Of Essex, England explains, “there is no obvious link between real-world violence statistics and the advent of video games. The effect seems to be an exact opposite and one might argue that video games usage has reduced real violence.” CONT’D. Despite several high profile incidents in US academic institutions, Kierkegaard states “violent crime, particularly among the young, has decreased dramatically since the early 1990’s. While video games have steadily increased in popularity and use.” In, 2005, there were 1,360,088 violent crimes reported in the USA compared with 1,423,677 the year before. “with millions of sales of violent games, the world should be seeing an epidemic of violence,” Kierkegaard says. CHECK THE RATINGS! Violent video games have shifted to an older age group in the video game market. 62% of the market is directed to 18 years old and older. Parents ignore game ratings because they assume that all games are appropriate for all children. 83% of game purchases for underage consumers are made by parents. Parents need to educate themselves and set ground rules for their children regarding leisure activities. FEDERAL COURT OF APPEALS Judge Richard Posner says, “violence has always been and remains a central interest of humankind and a recurrent, even obsessive theme of culture both high and low. To shield children right up to the age of eighteen 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.” REFERENCES www.commonsensemedia.org Gee, James. What Video Games Have to Tell Us About learning and Literacy. New York: Palgrave, 2001. Grossman, David. “Teaching Kids to Kill.” Phi Kappa Phi Natural Forum 2000. http://www.kilology.org/article_teachkid.htm Heins, Marjorie. Brief Amica curiae Of Thirty Media Scholars, submitted to the United States Court of Appeals, Eight Circuit, Interactive Digital Software Association et al vs. St. Louis County et al. 2002. http://www.fepproject.org/courtbriefs/stlouissummary. html