First Amendment Studies ISSN: 2168-9725 (Print) 2168-9733 (Online) Journal homepage: www.tandfonline.com/journals/rfsy20 Public Opinion Regarding the Role of Government in Regulating Violent Content in Video Games Helen Wolf & Juliet Dee To cite this article: Helen Wolf & Juliet Dee (2013) Public Opinion Regarding the Role of Government in Regulating Violent Content in Video Games, First Amendment Studies, 47:2, 170-197, DOI: 10.1080/21689725.2013.852795 To link to this article: https://doi.org/10.1080/21689725.2013.852795 Published online: 22 Nov 2013. Submit your article to this journal Article views: 1300 View related articles Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rfsy21 First Amendment Studies, 2013 Vol. 47, No. 2, 170–197, http://dx.doi.org/10.1080/21689725.2013.852795 Public Opinion Regarding the Role of Government in Regulating Violent Content in Video Games Helen Wolf and Juliet Dee The First Amendment to the Constitution guarantees free speech except in the most extreme cases. Video games are correctly labeled as “speech,” but numerous psychological studies suggest that playing these games leads to an increase in addictive and aggressive behaviors. Because of this, experts are divided as to whether or not video games should be legally censored. Our research has sought to determine the attitudes of the general public regarding whether legal restrictions on game content are advisable. This project involved a survey of 350 adult gamers who responded to questions about violent content and video game ratings. We analyzed the attitudes of gamers toward violence in video games and whether or not they believe that the effects of video games can trigger violence in real life. This study also analyzed various options for state and federal legislators to increase the restrictions on retail sales of violent video games to minors through the use of the video game rating system. Finally, we concluded that it is not the government’s role to restrict the access of minors to video games. It is the parents’ job to monitor their children’s gaming habits. Keywords: Violent Media Content; Video Games; First Amendment; Government Regulation Introduction Video games comprise one of the most popular forms of entertainment produced in the United States and throughout the world. Not all video games are considered Helen Wolf is currently working as a contracts specialist with AAI Corporation in Hunt Valley, Maryland. She received her J.D. degree from the University of Maryland Francis King Carey School of Law in 2013, and her bachelor’s degree from the Communication Department of the University of Delaware in 2010. Juliet Dee, Ph.D. is an associate professor in the Department of Communication at the University of Delaware. Correspondence may be addressed to both authors at the Department of Communication, University of Delaware, Newark, Delaware 19716. Ó 2013 National Communication Association Regulating Violent Content in Video Games 171 appropriate, however. Along with their popularity come concerns about the graphic nature of the sex and violence portrayed in certain video games. Some members of Congress believe that video games have become too grotesquely violent and so they push for censorship. Others say that the First Amendment bars interference in the industry. Almost all attempted legislative restrictions on violent content have failed; thus, precedent dictates that video game manufacturers have the right to create games with extremely graphic sex and violence. On the other hand, psychological research shows that playing violent video games can have negative effects on children’s attitudes and behavior. Thus, certain lawmakers and citizens’ groups continue to push for restrictions on violent content. 45 40 Percentages 35 30 25 Yes 20 No 15 10 5 0 0-5 6+ Hours per week Figure 1 [was Table 1] Graph of hours per week and reaction time improvement. Figure 1 indicates that, of the respondents who played video games 5 hours per week or less, 42.5% reported that playing video games had improved their reaction times. Of the players who played video games 6 hours per week or more, 19.3% reported that playing video games had improved their reaction times. 60 Percentages 50 40 Not at all 30 Yes 20 10 0 0-5 6+ Hours per week Figure 2 [Table 2] Graph of hours per week and reported social network expansion. Figure 2 indicates that, for respondents who played video games 5 hours per week or less, 49.7% reported that playing video games had expanded their social network; of the respondents who played 6 hours per week or more, 18.2% reported that playing video games had expanded their social network. 172 H. Wolf and J. Dee 70 Percentages 60 50 40 Yes 30 No 20 10 0 0-5 6+ Hours per week Figure 3 [was Table 4] Graph of hours per week and perception of government regulation. Figure 3 indicates that, for respondents who played video games five hours per week or less, 20.7% answered that the government needs to regulate violent content in video games, and 58.9% answered that the government should not regulate violent content in video games. Of the respondents who played 6 hours per week or more, 1.9% answered that the government should regulate violent content in video games, and 18.5% answered that the government should not regulate violent content in video games. 40 35 Percentages 30 25 Yes 20 No I'm not sure 15 10 5 0 Small Moderate-large Effects on violence in real life Figure 4 [was Table 7] Graph of effects on real-life violence and whether victims of imitated violence can successfully sue video game manufacturers. Figure 4 indicates the number of respondents who believed that video game violence has either “small” or “moderate-to-large” effects on violence in real life, correlated with whether or not victims of copycat violence should be able to successfully sue video game manufacturers. Of the respondents who believed that video game violence has only “small” effects on violence in real life, 0.6% said that victims of copycat violence should successfully sue video game manufacturers, 26.1% said that victims should not successfully sue, and 9.6% said that they were not sure. Of the respondents who believed that video game violence has moderate-to-large effects in real life, 6.4% said that victims of video games should be able to successfully sue video game manufacturers, 33.8% said that they should not successfully sue, and 23.6% were not sure. Regulating Violent Content in Video Games 173 50 45 Percentages 40 35 30 Yes 25 No 20 15 10 5 0 Male Female Gender Figure 5 [was Table 8] Graph showing gender support for the ratings system. Figure 5 indicates that a greater percentage of women than men supported the video game rating system. 40 35 Percentages 30 25 Yes 20 No I'm Not Sure 15 10 5 0 Male Female Gender Figure 6 [was Table 9] Graph of gender and victim’s ability to sue. Figure 6 indicates that, although a slightly higher percentage of women than men responded that victims of copycat violence should be able to successfully sue video game manufacturers, a far greater percentage of women than men responded that they were “not sure;” furthermore, the percentage of men and women who responded that victims should not be able to successfully sue video game manufacturers was nearly equal. Research Hypotheses The purpose of this study was to determine the extent to which members of the general public believe that violent content in video games can instigate copycat violence in real life, and the extent to which members of public believe that government censorship of violent content and judicial sanctions would be acceptable and necessary. The study was designed to answer four research hypotheses, which are as follows: 174 H. Wolf and J. Dee H1: The more frequently people play video games, the more sympathetic they will be with video game manufacturers. H2: People who believe that video game violence instigates violence in real life will also believe that government censorship of violent content in video games is necessary. H3: People who believe that video game violence instigates violence in real life will also believe that victims of copycat violence should be able to successfully sue video game manufacturers for damages. H4: Women will be more sympathetic toward victims of copycat violence than will men. Review of Literature In May 1972, Magnavox released the Odyssey, a gaming system on which games like Pong could be played. As games became more complex, video game makers imitated the trend among Hollywood movie and television producers to use violence to drive their story lines, rarely showing the consequences of violent actions. Negative Effects of Video Game Violence When Call of Duty: Modern Warfare 2 was released in 2009, it broke records for entertainment releases, beating some of the most popular movies and music releases in recent years. Call of Duty: Modern Warfare 2 grossed an estimated $550 million in five days.1 Clearly, violent content sells video games. Although educational video games can have positive effects on children,2 most of the games that children play are not educational. Children and teenagers prefer violent video games to all other genres.3 Craig Anderson argues that, because players take an active role in video games, this active role “could make violent video games even more hazardous than violent television or cinema.”4 There has been extensive research on the growth of the brain during adolescence. Dr. Ronald Dahl explains that the way in which the brain develops during adolescence creates a “potential for dys-synchrony.”5 This dys-synchrony leads adolescents to seek sensation-based experiences, including a “natural increase in tendencies toward risk taking, sensation seeking, and some emotional/motivational changes during [puberty].”6 Adolescence is the time when “morbidity and mortality rates increase 200%.”7 The tendency for adolescents to seek intense experiences due to psychological dys-synchrony can result in accidents, suicide, homicide, depression, alcohol and substance abuse, and health problems related to risky behaviors that lead to the deaths of many teenagers.8 Eventually, “the teenage brain fine-tunes its … pre-frontal cortex, the place that helps us cast a wary eye, link cause to effect, decide ‘maybe not,’” but this often does not occur until adulthood.9 Regulating Violent Content in Video Games 175 There is also some evidence that the adolescent brain is not fully developed; thus, playing violent video games may affect teenage boys differently than playing the same violent games would affect adult men. Dahl explains that in some adolescents the “inclinations toward high-intensity feelings can lead to impulsive decisions by (seemingly) intelligent youth that are completely outrageous.”10 Medical researchers have used positron emission tomography (PET scans) to observe video game players and found that game playing resulted in the “release of dopamine, a neurotransmitter believed to be involved in … reinforcement of behavior.”11 The problem, of course, is that reinforcement of the behavior in violent video games could result in negative or aggressive behavior among teenage boys. Furthermore, youthful memories can cause a physical change in an individual’s brain. Thus, whether children are learning in a classroom or engaging in a firstperson shooter game, children’s actions become embedded in their physical memories.12 Playing video games during the period of brain development can imprint the memories of those actions into the brain so that those actions can be recalled easily. In other words, the teenager’s actions during a first-person shooter game are imprinted in memory so that they are easily recalled and can be transferred to the real world. Ten years ago the American Academy of Pediatrics reported to a Congressional Public Health Summit, summarizing the findings of more than 1,000 studies that “point overwhelmingly to a causal connection between media violence and aggressive behavior in some children.”13 Exposure to violence leads to desensitization toward violence in real life, and creates the perception that the world is a violent place; thus, it is necessary to use violence to resolve conflicts.14 In addition to desensitization, researchers also point to cognitive priming theory: “The aggressive ideas in violent films can activate other aggressive thoughts in viewers through their association in memory pathways. When one thought is activated, other thoughts that are strongly connected are also activated.”15 Related theories include full-fledged imitation, emulation, response priming and stimulus enhancement.16 These theories suggest that viewing certain violent actions creates a specific, trained response in the viewer. Taken together, these theories help support the medical community’s conclusion that there is a causal link between playing aggressive video games and potentially acting them out in real life.17 One video game that has drawn the attention of video game players and researchers alike is the series Grand Theft Auto. Legal scholar Timothy Dylan Reeves describes Grand Theft Auto as providing a way for people to “live out their sociopathic fantasies through random acts of senseless violence.”18 Grand Theft Auto is a “third-person-shooter” game as opposed to a “first-person shooter game.” In a “first-person-shooter” game, the player sees only the gun as if he were holding it in his own hand. In a third person-shooter game the player sees the entire character. Researchers Chad Mahood and Mike Yao found that the students who played Grand Theft Auto 3 had more aggressive thoughts than those who played Gran Turismo 3.19 In another research study in which they had 64 college students play Grand Theft Auto 3, Mahood and Yao found that students who 176 H. Wolf and J. Dee watched a scene in which police officers are killed had less favorable perceptions of police officers than students who watched a scene in which police officers were not killed.20 In other words, the video clips “primed” the students to think negatively about the police. Researchers Karen Dill et al. have also found that teenage boys who played Grand Theft Auto were “more likely to show acceptance of demeaning conceptions of women and insensitivity to the harm produced by rape.”21 Even more disturbing than Grand Theft Auto is the video game Super Columbine Massacre RPG! In this video game, players take on the roles of Eric Harris and Dylan Klebold, entering Columbine High School, planting bombs, and murdering students and teachers.22 Even if adolescents are not physically acting out aggressive impulses, violent video games may encourage cyberbullying. For example, researchers Lawrence Lam et al. found that, in a survey of 1,250 adolescents, “exposure to violent online games was associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying.”23 Researcher Jih-Hsuan Lin found that male college students who played video games with violent content “(mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience).”24 Researchers Youssef Hasan et al. found that male college students who played violent video games over three consecutive days were more likely to blast a confederate with a loud unpleasant noise through headphones than who played nonviolent video games. Hasan et al. also found that “aggressive behavior and hostile expectations increased over days for violent game players, but not for non-violent video game players.”25 Researchers Matt DeLisi et al. found that among boys in a juvenile detention center, playing violent video games was associated with anti-social behavior, and this correlation remained strong even after the researchers controlled for other variables such as delinquency history and psychopathic personality traits.26 Whereas scholars such as Mahood and Yao, Dill, Lin, Hasan, and DeLisi have raised concerns that playing violent video games can trigger aggressive behavior in real life, other scholars are also concerned that video games may reinforce negative stereotypes of different ethnic groups. Researchers Melinda Burgess et al. conducted a series of content analyses of video games and observed that “[w]hites are heroic fighters, fighting to save an often romanticized world (Star Wars, Final Fantasy X), or realistic war heroes saving nothing less than Western Civilization itself (D-Day, Brothers in Arms), whereas black characters were too often the menace to society with oversized weapons and gang posturing (Grand Theft Auto: San Andreas, 25 to Life), whereas Asian characters simply engage in martial arts, threatening no one but each other, and saving no one (Shen-mue, Onimusha Blade Warriors).”27 Regulating Violent Content in Video Games 177 Crime Statistics Decreasing On the other hand, video game manufacturers insist that their games have not had any impact on the rate of violent crime in the United States. Indeed, they argue that the rate of violent crime has decreased since the advent of modern gaming systems. The Bureau of Justice Statistics supports this claim, stating on its Website that the rate of violent crimes (rape, robbery, aggravated assault, and homicide) has decreased since 1993. The National Crime Victimization Survey reported that violent crimes in the United States have decreased from approximately 3.4 million cases in 1990 to 2.1 million cases in 2000 to 1.6 million cases in 2007 to 1.4 million in 2011.28 Positive Effects of Playing Video Games In addition to video game manufacturers’ argument that it is wrong to blame violent content in video games for violence in real life, there is also research showing positive effects on children and young adults from playing video games. For example, communication researchers Dimitri Willams, Scott Caplan, and Li Xiong have observed that massive multi-player online (MMO) games can actually have very positive effects on the players in the sense that they become part of a virtual community in which “teenagers and elders, housewives and construction workers, rich and poor” can “talk” with one another online.29 And video game developer Jane McGonigal observes that game developers know better than anyone else how to inspire extreme effort and reward hard work. They know how to facilitate cooperation and collaboration at previously unimaginable scales. And they are continuously innovating new ways to motivate players to stick with harder challenges, for longer, and in much bigger groups … I foresee games that treat depression, obesity, anxiety and attention deficit disorder … I foresee games that tackle global-scale problems like climate change and poverty.30 Litigation Involving Video Games Although psychological research has suggested that video games can prime aggressive thoughts among gamers, the courts have consistently upheld the First Amendment rights of video game manufacturers, in effect holding that there are few if any limits on graphic sex and violence in video games. Before video games could be protected under the First Amendment, they had to be considered “speech.” Litigation over the earliest versions of video games such as Pacman led to the conclusion that video games did not constitute speech because they contained “so little in the way of a particularized form of expression.”31 It was not until 2000 that courts actually recognized video games as a form of protected expression.32 There have also been a number of cases in which plaintiffs sued video game manufacturers, alleging that violent content in the video games had instigated cases of copycat violence.33 178 H. Wolf and J. Dee Another potential judicial path is through exceptions to First Amendment protection for speech. In order to win a lawsuit against video game manufacturers, plaintiffs would have to prove that the content of a video game constitutes a form speech that is not protected. There are certain categories of speech that the First Amendment does not protect, such as fighting words, obscenity, and incitement. Most of the legal arguments against the entertainment software industry claim that certain video games contain obscenity or that they incite players to commit violence in real life. Legally, obscenity is difficult to define; the controlling Supreme Court case on obscenity is Miller v. California (1973).34 The courts have thus far rejected most arguments that claim that certain video games are obscene. Judges do not find that the portrayal of sex in most video games constitutes obscenity according to the Miller v. California test.35 The other argument that plaintiffs make against video game violence is that it incites violence in real life. The First Amendment protects abstract appeals regarding violence, but does not protect speech that is “directed to inciting or producing imminent lawless action and is likely to incite or produce such action.”36 In Brandenburg v. Ohio, the US Supreme Court added the additional requirement of “intent” to incite violent action and the requirement that the violence must be imminent in order for a prosecutor to convict a defendant on a charge of incitement. No court has ever held that video games constitute incitement. In James v. Meow Media37 and Sanders v. Acclaim Entertainment, Inc.,38 the courts ruled in favor of the video game manufacturers on the grounds that the manufacturers “obviously did not intend to cause their consumers to commit violent crimes.”39 Legal scholar Timothy Reeves argues that video game manufacturers should be held liable for instances of copycat violence under the tort of negligent entrustment: “the [video game] manufacturers have a duty to take proper precautions to prevent real-life violence. A manufacturer breaches that duty when a player commits a real-life act of violence that is attributable to the video game.”40 Because there is an abundance of psychological research available that suggests that violent video games present a risk to minors, Reeves argues that video game manufacturers have a duty to remove the prevailing risk.41 This argument has not been successful in court, however. Legal scholars Clay Calvert and Robert Richards caution that to show that video games “cause” real-life violence would be “difficult to establish because of many intervening and extraneous variables which are involved.”42 Video Game Ratings Just as television programs and Hollywood feature films are assigned ratings in order to warn consumers about violent or sexually explicit content, video games are assigned ratings as well. In 1994 the Entertainment Software Ratings Board (ESRB) was established, and since then it has rated all video games according to their content. Indeed, the only legislation Congress has passed in this area is the Regulating Violent Content in Video Games 179 requirement that video game manufacturers provide ratings and descriptive explanations for each game they release. Congressman Jim Matheson (D-Utah) sponsored HR 5990, the Video Games Ratings Enforcement Act, the purpose of which was to “require labels on video games and to prohibit the sales and rentals of adult-rated video games to minors,”43 but it was not passed into law. The ratings system consists of six categories, ranging from “early childhood” to “adults only.” Games rated M for “mature” are considered appropriate for those aged 17 and older, and games rated AO for “adults only” are suitable only for those aged 18 and older.44 But “pre-teen and adolescent boys favor violent video games with the M rating … and minors have no trouble purchasing these games despite self-imposed industry regulations.”45 Although video game manufacturers follow ESRB guidelines, there is little enforcement at the retail level, meaning that minors can buy M and AO-rated games with relative ease when retailers do not check on their age. Because of this, some legislators have pushed for further regulations and possibly for censorship of graphic sex and violence in video games. Legislators have attempted to limit advertising, to require retailers to display M and AO-rated games separately from other games, and to prohibit access to violent video games in prisons. The California legislature passed a law in 2005 that would have imposed $1,000 fines on retailers who sold extremely violent video games to minors; it defined violent video games as those “in which the range of options available to a player includes killing, maiming, dismembering or sexually assaulting an image of a human being.” The Entertainment Merchants Association immediately challenged the statute as a violation of their First Amendment rights. The US Supreme Court struck down the California law as unconstitutional; only Justices Clarence Thomas and Stephen Breyer dissented; Justice Breyer argued in his dissent that the California statute was constitutional, and he relied on researchers’ studies showing a positive correlation between playing violent video games and behaving aggressively in real life. Justice Antonin Scalia, writing for the majority, rejected the idea that portrayals of violence were equivalent to obscenity and should thus be regulated to limit minors’ access to violent video games.46 It is worth noting that the majority opinion in Brown v. Entertainment Merchants Association47 referred to psychological research on violent video games as “unpersuasive” and noted that such research contains numerous methodological flaws.48 As a result of Brown v. Entertainment Merchants Association (2011), any government attempt to regulate violent video game content in the future is unlikely. At present, only the ratings system has been universally accepted. Instead of government interference, the continued self-regulation by the video game industry couple with parental supervision is more likely to effectively restrict minors’ access to inappropriate material. 180 H. Wolf and J. Dee Method An online questionnaire was created using Qualtrics Survey Software. The online survey was distributed through the social network Facebook. The lead researcher created a group and invited all of her “Facebook friends” to join. A link for the survey was provided, and specific individuals in Virginia, Colorado, California, New York, and Delaware were asked to distribute the survey; in other words, it was a convenience sample. The survey was also distributed among students at a large mid-Atlantic university. There were 411 respondents who began the survey; of those 411, 345 completed it. Only the 345 completed surveys were counted in the analysis (N = 345). There were three sections to the survey: questions about video game play, perceptions of video game violence and how it relates to real life, and demographic data. The questionnaire is available in the Appendix. Respondents were asked if they had played video games in the past five years. If they responded “yes,” they were asked how many hours they played per week. They were asked whether they thought video games had had positive effects on them, such as improving their reaction time or expanding their social networks. Respondents were also asked if they knew the ratings of the video games that they owned, and if they had bought video games rated M or AO before they were 18 years old. They were also asked if the video game vendors had asked to see their identification before they bought M- or AO-rated video games. Questions about Perceptions of Violence in Video Games Respondents were asked to rate the level of violence in the video games that they played on a 5-point scale that ranged from “hardly any violence” to “graphically and disturbingly violent.” Respondents were also asked about their attitudes toward self-regulation (ratings) and government regulation of video game content. The last question in this section mentioned court cases involving individuals who played violent video games and then committed copycat violence in real life. Respondents were asked if they believed that victims of such copycat violence should be allowed to file negligence suits against video game manufacturers. Respondents could answer: ____Yes, they should be allowed to sue to recover damages. ____ No, they should not be allowed to sue to recover damages. ____ I’m not sure; there are valid arguments on both sides. Demographic Data and Open-Ended Questions Respondents were asked several demographic questions such as their gender, age, level of education, religion, and household income. They were also asked whether Regulating Violent Content in Video Games 181 they had voted for John McCain or Barack Obama in the 2008 Presidential election, in an effort to determine their political leanings. The final question of the survey was open-ended, asking for any additional comments the respondent might have. Responses to the questions were run through SPSS analysis software to determine statistical significance. Limitations There are several limitations to this study. The first is the way in which the sample was selected. The results of this research reflect the opinions gathered in a convenience sample. Although the sample size of 345 respondents is large, it was not a random sample; thus, it is difficult to know how representative it was of the population as a whole. For example, 56percent of the respondents reported that they had voted for Barack Obama in the November 2008 Presidential election. Also, 50percent reported that they were in college and 37percent reported attaining a 2-year, 4-year or graduate degree. Thus, the majority of respondents were politically liberal and well-educated. Another limitation is the fact that surveys in general must rely on self-report. It is possible that the respondents who spent many hours playing video games were more sympathetic toward the video game manufacturers, for example. Results As is mentioned above, the Statistical Package for the Social Sciences (SPSS) software was used to analyze the data. Benefits of Games Before analyzing respondents’ attitudes toward video game censorship, we felt that it was necessary to find out if the respondents believed that there are significant benefits resulting from playing video games. If respondents believed that playing video games enriched their lives, then it would be necessary to weigh that fact against how they felt about video game censorship. To test this, some of the first questions in the survey were about the benefits of video game play. Respondents were first asked whether they played video games. If they did, they were asked the approximate number of hours that they played per week on a scale ranging from 0–1, 2–5, 6–10, 11–15, 16–20, to 21+. To scale the level of benefit that gaming has had on respondents, the questions were framed as “Not at all,” “A small amount,” “A moderate amount,” and “A great deal.” Of the 345 people who took the survey, 322 answered that they have played video games in the past five years. Therefore, for these questions about benefits, N = 322. Of the 322, 199 people saw at least some improvement in their reaction time, or 61.8 percent of the sample. To calculate the significance for this question, we 182 H. Wolf and J. Dee Table 1 Hours played per week cross-tabulated with whether the ratings system is perceived as necessary Regulations/ ratings? Hours per week? Yes No Total 0–1 2–5 6–10 11–15 16–20 21 or more Total 135 37 19 16 3 6 216 51 28 9 5 1 3 97 186 65 28 21 4 9 313 compared the number of people who played 0–5 hours per week with the number of people who played six hours or more per week. We compared the respondents in this way because we felt that those who play five hours or less per week are more casual players, while people who play six hours or more per week are more serious “gamers.” Splitting the data in this way was an arbitrary decision, without a scientific basis. Those who played five hours per week or less are referred to as low level players and those who played six or more hours are referred to as high level players. We compared these value sets with people who did not see any improvement in reaction time against people who saw at least some improvement. High-level players were more likely than low-level players to report an improvement in their reaction times. Of the high level players, 95.4 percent reported an improvement in reaction time, whereas only 53.3 percent of low level players reported an improvement. The difference in the likelihood of reporting an improvement was significant, v2 (1) = 38.908, p < .001. The next question asked about whether respondents had noticed an increase in or expansion of their social network. Using the same distinctions for high and low level players, we compared the likelihood of reporting an improvement in social network for both levels. While only 49.7 percent of respondents reported an improvement in their social network, 31.5 percent of that population consisted of low level players. 39.5 percent of low level players reported an improvement in social network, whereas 89.4 percent of high level players reported that improvement. The difference in the likelihood of reporting an improvement in social network was significant, v2 (1) = 52.262, p < .001. These questions regarding benefits of video games were important because they could help gauge the respondents’ attitudes toward censorship. If respondents believed that they have benefited from playing video games, then that would be weighed against their perception of any potential harm that games could cause. Regulating Violent Content in Video Games 183 Table 2 Evaluation of hours per week and attitudes about whether victims of imitated violence should be able to sue manufacturers for damages Pearson chi square Likelihood ratio Linear-by-linear association No. of valid cases Value df Asymp. sig. (2-sided) 17.800 19.426 7.477 315 4 4 1 .001 .001 .006 Note: p < .01. How Frequently People Play as Related to Desired Levels of Restrictions H1 claimed that, the more people play video games, the more sympathetic they would be with manufacturers, meaning they would like to see fewer restrictions, less government interference, and no liability for manufacturers in the judicial system. The results did not totally support this hypothesis. Respondents were first asked about ratings. Whether they played video games for 0–5 hours or 6 or more hours per week, respondents felt that the ratings system is necessary (see Table 1). Sixty-nine percent of respondents answered “yes” when asked if they felt that the ratings system is necessary. The Pearson chi-square test did not indicate a significant difference between high and low levels of players, v2 (1) = 0.041, p > .05. This analysis does not support H1. We then asked respondents about their feelings toward government regulation. No matter how many hours respondents played per week, the majority responded that “No, the government should not be involved in regulating video game content.” In addition, nearly all of the respondents who played an average of 16 hours or more per week felt that the government should not interfere in the video game industry. The more hours per week that people played video games, the more likely they were to report that they feel that governmental regulation was uncalled for. A chi-square test revealed a significant difference in the likelihood of high level players and low level players reporting that the government should not regulate the video game industry, v2 (5) = 20.789, p < .01. Finally, the survey asked respondents whether they felt that video game manufacturers should be held liable in court for cases of copycat violence. This question added an option of “I’m not sure.” The great majority of respondents felt that manufacturers should not be held liable in cases of imitated violence. Of the 315 people who responded to both of these questions, 14 said yes, manufacturers should be held liable, 228 said manufacturers should not be held liable, and 73 said that they were not sure. Of the low level players (0–1 hour for this analysis), 64 percent said that victims should not be allowed to sue manufacturers for damages. This is compared to 80 percent of medium level players (2–5 hours per week) and 89 percent of high level players (6+ hours) who did not think that victims should be able to sue. A Pearson chi-square test of the relationship was significant, v2 (4) = 17.800, p = .001. In other words, the high level players were 184 H. Wolf and J. Dee Table 3 Effects on real-life violence cross-tabulated with perception of need for government regulation of violent content Congressional regulations? How responsible for real-life violent behavior? Yes No Total A small amount 3 11 23 16 1 54 19 23 43 11 4 100 22 34 66 27 5 154 A moderate amount A large amount Total more likely than low level players to report that victims of imitated violence should not be able to sue video game manufacturers for damages. Table 2 shows how the data overwhelmingly favor those who feel that manufacturers are not liable for cases of copycat violence. Considering these results, H1 is both supported and unsupported. The majority of respondents agreed that the ratings system is a valuable mechanism, which does not support H1. On the other hand, people overwhelmingly felt that the government should not regulate video game content and that victims of copycat violence should not be able to hold the manufacturers of video games liable for that violence. High level players were more likely than low level players to report that they did not think that the government should not be involved and that victims of imitated violence should not be able to successfully sue for damages. How Responsible are Video Games for Violence in Real Life? The next level of analysis that was required for this project was to test H2 and H3. These claimed: H2: People who believe that video game violence instigates violence in real life will also believe that government censorship is necessary. H3: People who believe that video game violence instigates violence in real life will also believe that victims of copycat violence should be able to successfully sue video game manufacturers for damages. To test these two hypotheses, respondents were first asked how much they felt that video game violence contributed to violence in real life. Respondents were given a 5-point scale, ranging from “not at all” to “a great deal.” Most people reported that they felt that the government should not be involved in video game censorship or regulation. Only 35 percent of respondents reported feeling that the government should play a role in regulating the video game industry, whereas 65 percent did not. The more people believe that video games instigate violence in real life, the more likely they are to report that the government Regulating Violent Content in Video Games 185 should have the ability to regulate the industry. A chi-square test of these two variables revealed that the difference in beliefs about the government’s role is significant, v2 (1) = 3.915, p < .05. Table 3 shows a positive correlation between the belief that violent content in video games can instigate violence in real life, and the belief that the government should regulate violent content in video games. Next, we found that most people feel that video game manufacturers should not be held liable in cases of copycat violence. Again, the more people felt that video game violence can trigger violence in real life, the more likely they were to agree that video game manufacturers should be held responsible. Seven percent of respondents felt that video game manufacturers should be held responsible, 60 percent felt that they should not, and 33 percent were unsure, v2 (2) = 6.947, p < .05. People who agree that violence in video games can trigger violence in real life were more likely to sympathize with manufacturers in the courtroom than people who do not think that violence in video games instigates violence in real life. These tests show that H2 and H3 are supported. Even though most people lean in favor of the manufacturers and not in favor of the victims of copycat violence, people who agree that violence in video games instigates violence in real life are more likely to believe that the government should be involved and that victims should be able to sue manufacturers. On the other side, those who did not believe that violence in video games affects violence in real life were more likely to resist government involvement and judicial sanctions. Despite this, the majority of respondents still felt that the manufacturers have the right to produce any video game content they like. Gender Sympathy H4 stated that women would be more sympathetic to victims of copycat violence than would men. The hypothesis, therefore, claims that women will be more inclined than men to support the ratings system, government regulation, and judicial sanctions on video game manufacturers. There were 195 women and 143 men who responded to these questions. As discussed above, most of the respondents felt that the ratings system is important. When asked about ratings, 151 women (77.4 percent) believed that the ratings system is necessary, whereas 87 men (60.8 percent) agreed. Comparatively, 44 women (22.6 percent) and 56 men (39.2 percent) did not think that ratings were necessary. Women are therefore significantly more inclined than are men to report that the ratings system is necessary, v2 (1) = 10.908, p = .001. There was a significant difference between the men’s and women’s attitudes toward video game ratings. The next question about video game restrictions asked whether video game content should be regulated by Congress or the Federal Trade Commission. Sixty-seven women (34.2 percent) and 14 (9.8 percent) men felt that the government should be able to regulate video game content. Alternatively, 127 186 H. Wolf and J. Dee Table 4 Age cross-tabulated with whether respondents tried to purchase an “M” or “AO” game before they turned 18 Before you were 18, did you ever succeed at purchasing a video game rated “M” (mature) or “AO” (adult only)? Yes No Total Age 18–19 20–21 22–24 25–30 31+ Total 24 6 30 52 9 61 14 3 17 1 0 1 2 0 2 93 18 111 women (64.8 percent) and 129 men (90.2 percent) felt that the government should not regulate content in the video game industry at all. While most people taking the survey felt that the government did not have an effective means of regulating video games, women were more likely than men to agree with government regulation, v2 (1) = 27.609, p < .001. The final question regarding federal restrictions on video games dealt with the role of the courts. H4 also claims that more women than men will be sympathetic with victims of copycat violence in the judicial system. In support of H4, 11 women felt that victims of copycat violence should be allowed to successfully sue for damages, whereas only three men agreed. On the other hand, 119 women and 124 men felt that victims should not be allowed to sue for damages. This question also allowed respondents to answer that they were unsure of the answer. Sixty-six women and 16 men chose this response. Considering how many more women than men responded to these questions, there is a significant difference in the female and male response rate in support of a victim’s ability to sue for damages, v2 (1) = 27.609, p < .001. More women felt that victims should be allowed to recover damages in cases of copycat violence. H4 is supported by all three levels of this analysis. Do Ratings Work? It is clear from the survey responses that most people feel that the only restriction on video games that should be in existence is the ratings system. According to the respondents, government regulation and judicial sanctions are inappropriate with regard to the video game industry. We also wanted to determine how successful the respondents thought the ratings system is in preventing minors from obtaining video games containing graphic sex and violence. To do this, the survey asked respondents whether they had ever attempted to purchase a video game rated “M” or “AO” before the appropriate age. Those who responded yes were then asked if they were successful in their attempt. Finally, respondents were asked if they had ever been asked for identification when purchasing a video game. The first question in this series asked whether respondents had ever tried to purchase a video game rated “M” or “AO” before they turned 18. Out of 320 Regulating Violent Content in Video Games 187 respondents who answered this question, only 113 (35.3 percent) answered “yes,” they had tried to purchase video games above their age-appropriate rating. Respondents who answered yes were then asked if they were successful in purchasing a video game rated “M” or “AO” before they were 18 years old. Ninety-four (83.1 percent of 113) people answered that they were successful, meaning that they bought M- or AO-rated games before they were legally permitted to do so. The ratings system was not implemented, however, until 1994, 18 years ago. Therefore, respondents who were 33 years old or older could have tried to purchase an inappropriate game before the ratings system was implemented. Table 4 shows that only two of the 93 people who tried to purchase an inappropriate video game did so before the ratings system went into effect. The other 91 respondents were flouting the federal regulations that required retailers to restrict sales of video games to minors according to their ratings. Open-Ended Responses One of the most illuminating aspects of the survey was the last question. It asked respondents to record any last comments that they might have about video games and video game violence. Seventy-seven people chose to leave an extra comment at the end of the survey. A content analysis of these responses showed some interesting results. The most common trend in these open-ended responses was the attitude that parents are the ones that need to take responsibility for their children’s actions. Twenty-three people mentioned the need for parents to monitor their children’s gaming habits more carefully. One respondent commented that: I am an X generation gamer, playing video games for at least 25–30 years (starting with Atari) … I have three children under 10. In my opinion, it is MY responsibility as a parent to monitor what my children play as far as video games. Knowing the graphic nature of some of the games … I know first-hand what these games can do to the minds of children. That being said, it is the sole responsibility of the PARENTS to ensure that their children are not playing games that can influence them in a negative manner. This father feels that the government should not have a role in keeping children from playing inappropriate video games. He claims, as many of the respondents did, that it is the parents’ responsibility to watch their children and their children’s gaming habits. Unfortunately, parents do not always pay attention to the ratings restrictions. Another respondent told a story of a mother he saw buying inappropriate games for her children: Once in a GameStop I saw a mother holding three M rated titles to purchase for her nagging child. This child could not have been older than ten, and the titles he wanted his mother to buy for him included Grand Theft Auto IV, Halo 3, and Devil May Cry 4 … The rep at the counter asked several times if she was sure she wanted to purchase these games for her child because of the content 188 H. Wolf and J. Dee Table 5 Content analysis of open-ended responses Type of answer Parent’s responsibility Natural pre-disposition to violence It’s the same as violent music or movies People need to take responsibility for own action Due to a number of factors It’s not an issue Causing desensitization to violence People need a scapegoat Do cause violence I appreciate video games Video games are not violence for its own sake Video games should be regulated more closely Number 23 13 12 9 8 7 5 4 4 4 3 2 and warned her that the games were M for a reason. She ignored all of this and bought the games anyway. Twenty-three of the respondents felt strongly enough to write comments about the need for responsible parenting, but it is clear from this response that parents are not always going to pay attention to what would be an appropriate game for their children. Many respondents wrote that the individual should be held accountable. Nine respondents mentioned that people should take responsibility for themselves. Along the same lines, four respondents felt that criminals are using video game manufacturers as scapegoats for their own violent actions. One such respondent said: Sometimes I feel that the people who sue game companies are coerced into doing so by lawyers who know that those companies have large reserves of money. They get the child to confess that he/she was influenced by violent games and then claim the video games are the reason why he/she attacked people at his/her school. It’s a convenient cop-out for the child and a windfall of pure profit for the lawyer. Jack Thompson [former lawyer for the Strickland v. Sony case], a disbarred Florida lawyer, is one example of this type of person … I believe that the people who claim they were influenced by games to kill people are full of it. Many of the respondents felt strongly that parents or the people committing the acts of violence are the ones who should be held accountable and that they should not blame video games for their own acts of violence. Twenty-one respondents believed, however, that video games can affect people’s behaviors if they have a natural pre-disposition toward violence or if there are other factors influencing the person’s attitude. For example, one respondent explained that: I believe that while violent video games are responsible for making a person more violently-minded, they are not enough to cause a person to commit an act of violence by themselves. Only when combined with other factors (family issues, Regulating Violent Content in Video Games 189 drug/alcohol abuse, psychological problems) will the influence of video games be realized … therefore video game manufacturers cannot be held responsible for an act that a person committed due to a [combination of factors]. This response reflects what much of the psychological research has already shown. Many of the people who are predisposed toward violence and violent acts have come from broken homes, were physically or emotionally abused, or are abusing drugs and alcohol. Most medical and psychological research supports what this respondent claims. One of the respondents claimed that he has been playing video games since “about the age of 7” and then went on to work in the industry for two years. He acknowledged that video games can be blamed for violence to an extent. He agreed, however, that those affected by video game violence often have other issues that need to be considered. A common thread throughout these open-ended responses is that, when people are affected by video games, it is because there are other factors involved and it is not just due to the graphic violence in first-person shooter games. The content analysis table (Table 5) shows the types of responses that people gave in the open-ended section. Twelve people felt that video game violence is no different from the violence in movies or on television. One respondent even compared the violence in video games to wars in his history textbook.49 Seven people felt that the video game violence controversy is not an actual issue. Of those who responded, only four believed that video games do cause increased violence in real life and five commented that video games cause desensitization to violence in real life. Only two people commented that video games need to be monitored more closely. Conclusions Of the 345 respondents who completed this survey, the great majority made it clear that they believe that the arguments for First Amendment protection outweigh the arguments for censorship of video games. Most people felt that the government should not regulate the video game industry any more than it already does. In addition, respondents believe that victims of copycat violence should continue to seek redress in places other than the courtroom. Precedent and popular opinion hold that the First Amendment protects video game content. Of the four hypotheses for this project, only H1 was not completely supported. H1 claimed that the more frequently people play video games, the more sympathetic they will be toward video game manufacturers. Some people felt that further government regulation and judicial sanctions would be inappropriate, but the majority of respondents reported feeling that the ratings system that is already in place is much needed. Because nearly all of the respondents had a favorable attitude toward the ratings system, H1 is not completely supported. The results of the survey, however, showed that the ratings system is not a completely reliable means of restricting minors’ access to M- and AO-rated games. Many of the respondents revealed that they were able to get by the ratings system and purchase 190 H. Wolf and J. Dee inappropriate games for themselves when they had been under age. In addition, as one of the open-ended responses showed, parents do not always acknowledge the ratings, even when video game vendors attempt to restrict children’s access to graphic sex and violence in M- and AO-rated games. The results of the survey supported H2 and H3 but not as strongly as was expected. Even though there were those who felt that video game violence instigates violence in real life, the overwhelming majority of respondents did not believe that Congress or the Federal Trade Commission should have any influence over the video game industry, nor should victims of copycat violence be able to sue manufacturers for damages. The only restriction with which most respondents agreed was the ratings system that is already in place and which has been shown to be flawed in terms of whether retailers and parents abide by it or not. H4 is the only hypothesis that is supported as expected. Women were more sympathetic than men to those who agree with restrictions on the video game industry. While most women still felt that the First Amendment takes precedence, there were significantly more women than men who believed that the ratings system should be enforced, that Congress and the Federal Trade Commission should have an influence in the video game industry, and that manufacturers should be held liable for cases of copycat violence. Most of the psychological research indicates that video game violence can have a negative impact on the cognitive functioning of children; however, the country is not yet in a place in which it is willing to sacrifice First Amendment protection for violent video games. Instead, respondents pointed to parents to monitor their children. The respondents also felt that victims and legislators need to stop pointing to video games as a scapegoat for the violent acts that very disturbed individuals commit. Most of the findings of the psychological research suggest that, though video games affect most players in some way, only those who are already emotionally disturbed will be likely to re-create that video game violence in the real world. Because public opinion, according to this sample, dictates that First Amendment protection for violent content takes precedence over concerns for the cognitive processing of adolescent gamers, a new solution needs to be found. According to the Federal Trade Commission (FTC), the best way for the industry to be regulated is through self-monitoring. The industry has already begun to restrict minors’ access to M- and AO-rated video games by continuing to encourage retailers to abide by the ratings system guidelines. The results of the FTC “mystery shops” reveal that minors still have high levels of access to inappropriate video games; however, each year the percentage of shoppers who are able to purchase these games decreases. Public opinion shows that people would prefer that the video game industry continue to encourage retailers and parents to comply with the ratings system restrictions than rather than having the government become involved. Regulating Violent Content in Video Games 191 As is mentioned above, in 2011 the US Supreme Court struck down as unconstitutional the California law prohibiting sales of violent video games to minors.50 Like the majority of US Supreme Court justices, people feel that it is the role of the parents, and not the legislatures, to make rules about what children are playing. Acknowledgment The authors would like to express their deep gratitude to Dr. Dick Sacher; his kind and patient guidance in designing the survey questionnaire and his invaluable assistance with the statistical analysis of the data were crucial to this project. Notes [1] PR Newswire, “Call of Duty.” [2] MacKenzie, “The Brain,” 518. [3] Garabino et al., “Mitigating the Effects,” 78. [4] Anderson, “Violent Video Games.” [5] Dahl, “Adolescent Brain Development,” 16. [6] Ibid., 7. [7] Ibid., 3. [8] Ibid., 8. [9] Saunders, “A Disconnect,” 710. [10] Dahl, “Adolescent Brain Development,” 8. [11] Saunders, “A Disconnect,” 711. [12] Ibid. [13] American Academy of Pediatrics, “Joint Statement.” [14] Grossman and DeGaetano, Stop Teaching Our Kids, 3. [15] Felson, “Mass Media Effects,” 112. [16] Hurley, “Imitation, Media Violence,” 167. [17] American Academy of Pediatrics, “Joint Statement.” [18] Reeves, “Tort Liability,” 522. [19] Mahood and Yao, “Violent Video Games,” 19. [20] Mahood and Yao, “Violence against Police Officers,” 12. [21] Dill et al., “Violence, Race, Sex and Age,” 107. [22] For a discussion of Super Columbine Massacre RPG!, see Sicart, The Ethics, 84–5, 100–1. [23] Lam et al., “Violent Online Games Exposure.” [24] Lin, “Do Video Games Exert.” [25] Hasan et al., “The More You Play.” [26] DeLisi et al., “Violent Video Games.” [27] Burgess et al., “Playing with Prejudice,” 302–3. [28] Bureau of Justice Statistics, “Four Measures.” [29] Williams et al., “Can You Hear Me,” 428. [30] McGonigal, Reality is Broken, 13–14. [31] Li, “Unbaking the Adolescent Cake,” 473. [32] American Amusement Machine Association v. Kendrick, 244 F. 3d 572 at 576 (7th Cir. 2000). 192 H. Wolf and J. Dee [33] See James v. Meow Media, 1998 (school shooting in which Michael Carneal murdered three students); see also Sanders v. Acclaim Entertainment, Inc., 2002 (Columbine High School massacre in which Eric Harris and Dylan Klebold killed 12 students and a teacher, allegedly influenced by Mortal Kombat and other video games). Miller v. California, 413 US 15 at 21 (1973). Li, “Unbaking the Adolescent Cake,” 479. Brandenburg v. Ohio, 395 US 444 at 448 (1969). James v. Meow Media, 300 F. 3d 683 (6th Cir. 2002). Sanders v. Acclaim Entertainment, Inc., 188 F. Supp. 2d 1264 (US District Court, District of Colorado, filed March 4, 2002). Li, “Unbaking the Adolescent Cake,” 483. Reeves, “Tort Liability,” 536. Ibid. Calvert and Richards, “Mediated Images of Violence,” 103. See also Calvert and Richards, “The 2003 Legislative Assault.” Jim Matheson, House Bill 5990, 110th Congress, Second Session (May 7, 2008). Entertainment Software Ratings Board, “Game Ratings.” Reeves, “Tort Liability,” 520. Video Software Dealers Association v. Schwarzenegger, 556 F. 3d 950 (9th Cir. 2009), sub nom Brown v. Entertainment Merchants Association, 131 S. Ct. 2729 (2011). Ibid. For a discussion of the disagreement among psychologists regarding violent video games and the Supreme Court’s reaction, see Ferguson, “Violent Video Games.” Anonymous Survey 2009. Results of this survey are on file with the authors. Brown v. Entertainment Merchants Association, 131 S. Ct. 2729 (2011). [34] [35] [36] [37] [38] [39] [40] [41] [42] [43] [44] [45] [46] [47] [48] [49] [50] Bibliography American Academy of Pediatrics, “Joint Statement of the Impact of Entertainment Violence on Children,” Congressional Public Health Summit, July 26, 2000, http://www.aap.org. Anderson, Craig, “Violent Video Games: Myths, Facts and Unanswered Questions,” www. apa.org/science/psa/sb-andersonprt.html. Bureau of Justice Statistics, “Criminal Victimization 2011,” accessed June 19, 2013, http:// www.bjs.gov/content/pub/press/cv11pr.cfm. Bureau of Justice Statistics, “Four Measures of Serious Violent Crime,” 2010, http://bjs.ojp. usdoj.gov. Burgess, Melinda C. R., Karen E. Dill, S. Paul Stermer, Stephen R. Burgess, and Brian P. Brown. “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games.” Media Psychology 14 (2011), 289–311. California Assembly Bill 1179 (2005), California Civil Code Annotated Sections 1746–1746.5 (West 2009). [Quotation] Section 1746(d)(1)(A). Calvert, Clay, and Robert D. Richards. “The 2003 Legislative Assault on Violent Video Games: Judicial Realities and Regulatory Rhetoric.” Villanova Sports and Entertainment Law Forum 11 (2004): 203–70. Calvert, Clay, and Robert D. Richards. “Mediated Images of Violence and the First Amendment: From Video Games to the Evening News.” Maine Law Review 57 (2005), 1–469. Dahl, Ronald E. “Adolescent Brain Development: A Period of Vulnerabilities and Opportunities.” Annals of the New York Academy of Science, Adolescent Brain Development: Vulnerabilities and Opportunities 1021, no. 1 (2004), 91–115. Regulating Violent Content in Video Games 193 DeLisi, Matt, Michael G. Vaughn, and Douglas A. Gentile. “Violent Video Games, Delinquency and Youth Violence: New Evidence.” Youth Violence and Juvenile Justice 11, no. 2 (April 2013): 132–42. Dill, Karen E., Douglas A. Gentile, William A. Richter and Jody C. Dill. “Violence, Sex, Race and Age in Popular Video Games: A Content Analysis.” In Featuring Females: Feminist Analyses of Media, edited by Ellen Cole and Jessica Henderson Daniel. (Washington, DC: American Psychological Association, 2005), 115–130. Entertainment Software Ratings Board, “Game Ratings and Descriptor Guide,” http://www. esrb.org. Felson, Richard B. “Mass Media Effects on Violent Behavior.” Annual Review of Sociology 22 (1996), 103–128. Ferguson, Christopher J. “Violent Video Games and the Supreme Court: Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association.” American Psychologist 68, no. 2 (February–March 2013): 57–74. Garbarino, James, Catherine P. Bradshaw, and Joseph A. Vorrasi. “Mitigating the Effects of Gun Violence on Children and Youth.” The Future of Children 12, no. 2 (2002): 73–85. Grossman, David, and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown Publishers, 1999. Hasan, Youssef, Laurent Begue, and Michael Scharkow. “The More You Play, the More Aggressive You Become: A Long-term Experimental Study of Cumulative Violent Video Game Effects on Hostile Expectations and Aggressive Behavior.” Journal of Experimental Social Psychology 49, no. 2 (March 2013): 224–7. Hurley, Susan. “Imitation, Media Violence and Freedom of Speech.” Philosophical Studies 117 (2004), 165–218. Lam, Lawrence T., ZaoHuo Cheng, and XinMin Liu. “Violent Online Games Exposure and Cyberbullying/Victimization among Adolescents.” Cyberpsychology and Social Networking 16, no. 3 (March 2013): 159–65. Li, William. “Unbaking the Adolescent Cake: The Constitutional Implications of Imposing Tort Liability on Publishers of Violent Video Games.” Arizona Law Review 45 (2003), 467–505. Lin, Jih-Hsuan. “Do Video Games Exert Stronger Effects on Aggression than Film? The Role of Media Interactivity and Identification on the Association of Violent Content and Aggressive Outcomes.” Computers in Human Behavior 29, no. 3 (May 2013): 535–43. MacKenzie, Ann Haley. “The Brain, the Biology Classroom and Kids with Video Games.” The American Biology Teacher 67, no. 9 (2005), 517–518. Mahood, Chad, and Mike Z. Yao, “Violence against Police Officers in Videogames: The Effects of Grand Theft Auto 3,” Unpublished paper, University of California at Santa Barbara, 2005. [This paper is on file with the authors.] Mahood, Chad, and Mike Z. Yao, “Violent Video Games and the Effects on How Players Play the Game: Application and Elaboration of the General Aggression Model,” Paper presented to the Mass Communication Division of the National Communication Association, Boston, Massachusetts, November 19, 2005. [This paper is on file with the authors.] McGonigal, Jane. Reality is Broken. New York: Penguin, 2011. PR Newswire, “Call of Duty: Modern Warfare 2 Sets All-Time Entertainment Industry Record Grossing an Estimated $550 Million Worldwide in First Five Days,” November 18, 2009, http://investor.activision.com. Reeves, Timothy Dylan. “Tort Liability for Manufacturers of Violent Video Games: A Situational Discussion of the Causation Calamity.” Alabama Law Review 60 (2009), 519–546. Saunders, Kevin W. “A Disconnect between Law and Neuroscience: Modern Brain Science, Media Influences and Juvenile Justice.” Utah Law Review (2005), 695–741. Sicart, Miguel. The Ethics of Computer Games. Boston: MIT Press, 2006. Williams, Dimitri, Scott Caplan, and Li Xiong. “Can You Hear Me Now? The Impact of Voice in an Online Gaming Community.” Human Communication Research 33 (2007), 427–449. 194 H. Wolf and J. Dee Appendix A. Survey questions DO NOT COMPLETE THIS SURVEY IF YOU ARE UNDER AGE 18 1. Do you play or have you played video games in the past five years? Yes _____ No ______ 2. Please list your 5 favorite video games. 1. 2. 3. 4. 5. 5. *Approximately how many hours per week do you play video games? 0–1 ______ 2–5 _______ 6–10 _______ 11–15 _______ 16–20 _______ 21+ _______ 6. Has your reaction time improved as a result of playing video games? Not at all _____ A small amount _____ A moderate amount _____ A large amount _____ 7. How much have video games helped you expand your social network or group of friends? Not at all _____ A small amount _____ A moderate amount _____ A great deal _____ 8. Do you find that playing video games has helped you enhance any skills? Yes _______ No ______ Somewhat _____ 9. Do you find that playing video games has had any other benefits for you? If so, please explain. Yes (explain) ____________________________________________________ No _______ * Authors’ Note: Questions 3 and 4 had originally asked for the respondents’ age and gender, but these two questions were later moved to the end of the questionnaire, so Questions 3 and 4 were deleted from the questionnaire in its final form. Regulating Violent Content in Video Games 195 10. Video games are given a rating between “E” for everyone to “AO” for adults only. Of the video games that you play, think about how each one is rated. For what fraction of those games do you know their ratings? None of the games _____ About a quarter of the games _____ About half of the games _____ About three-quarters of the games _____ All (or nearly all) of the games _____ 11. Before you were 18, did you ever buy a video game rated M (mature) or AO (adults only)? No, I have never purchased a video game rated M or AO ______ No, I never tried to purchase video games rated M or AO before I was 18 ______ Yes, I did purchase videogames rated M or AO before I was 18 _____ 12. Has any video game vendor ever asked to see identification when you purchased a video game rated M or AO? Yes _____ No ______ I have never purchased a game _______ 13. In the past five years, have you played any games such as Grand Theft Auto, Halo, or any other violent video game? Yes _____No _____ 14. Why do you play violent video games? (Mark all that apply.) It is exciting ______ It gives me a sense of “escape;” I don’t think about anything while I am playing _____ It gives me a sense of power ______ It lets me test how quick my reflexes are ______ I am good at it _______ I feel a sense of community with players online from other parts of the country ____ I like being part of a team _____ I like winning ______ My friends like it, so I play with them ______ Other _________________________________________________________________ 15. On average, how violent are the video games you play? Hardly any violence O O O O O Graphically and disturbingly violent 196 H. Wolf and J. Dee 16. At present, the only regulation on the sales of video games is the ratings system. Do you think regulations are necessary to prevent sales of M- or AO-rated games to minors? Yes _______ No _______ I don’t know _______ 17. Do you think that video game content should be regulated by governmental legislation? The government should regulate the content of video games _______ The government should not regulate the content of video games _______ 18. In the past five years, have you purchased a violent video game rated M or AO for yourself? Yes ______ No ______ 19. Would you continue to buy video games if the games were regulated to have no violent content? Definitely _______ Maybe _______ I don’t know _______ Maybe not ______ Definitely not _______ 20. There have been several court cases in which a teenager or young adult committed an act of violence and claimed he was acting out a scene in a violent video game. Should victims be able to sue the manufacturers of video games in these cases? ____Yes, they should be allowed to sue to recover damages ____No, they should not be allowed to sue to recover damages ____I’m not sure; there are valid arguments on both sides 21. To what extent are violent video games responsible for an increase in violent behavior in real life? There has not been a significant increase in violent behavior in real life _____ Not at all _______ To a small extent _______ A moderate extent _____ To a great extent _____ Almost all violence in real life is instigated by video games _______ Thank you for giving your opinions about video games above. Now we would like to ask for some demographic information in a few questions below. 22. Age: 18–19 _____ 20–21 ______ 22–24 ______ 25–30 ________ 31+ ________ 23. Gender: Male _____ Female ______ Regulating Violent Content in Video Games 197 24. Highest level of education: Attended high school _______ High school diploma ______ Attended college ________ 2-year college degree _______ 4-year college degree _____Graduate degree _______ 25. In November 2008, I voted for: ___ Barack Obama ___ John McCain ___ Other ___ Did not vote 26. My religious beliefs could best be described as: ___ Protestant ___ Friend (Quaker) ___ Catholic ___ Jewish ___ Hindu ___ Buddhist ___ Atheist ___ Agnostic ___ Other 27. My yearly income is (if you are still in college, please indicate your parents’ income): ___ $0–9,999 ___ $10,000–29,999 ___ $30,000–49,999 ___ $50,000–69,999 ___ $70,000–89,999 ___ $90,000–109,999 ___ $110,000 or above 28. If you have any additional comments about video games and violence, please put them here.
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