Age Restriction a Touchy Issue
by Chris Remo, Oct 10, 2005 2:19pm PDTWith California Governor Arnold Schwarzenegger having signed a bill making it illegal for minors to purchase excessively violent video games, the whole issue of game ratings and how society sees video games has a few more facets. The San Francisco Chronicle takes a look at both sides of the picture, those opposing such measures and those supporting them.
But the chances of waking up tomorrow with a widespread unified rating system is slim -- it would require individual ratings boards to give up authority that no one seems willing to relinquish. The more likely solution will be the slow process of educating a society that just one generation ago had never seen an excessively violent video game.Reactions are coming from both sides. One of the groups which supported the bill, Common Sense Media, is pushing for a unified rating system that would apply to all entertainment products. It makes use of both an age rating and an On/Pause/Off label indicating how carefully parents should consider the product. The Entertainment Software Association is working on a lawsuit to overturn the bill. If not overturned, the bill will effectively become a law January 1, 2006.
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Comments
What is the most violent videogames of the previous generation?
Certainly given advances in technology and graphics, depictions of violence are more movie-like and realistic that the old 8-bit/16-bit eras of gaming. However, there was plenty of violent content around there as well.
For myself, Splatterhouse for the TG16 (circa 1990) probably is the best example of blood and gore in the 16-bit era.
However, if you wanted to go even further, I remember an old arcade game called "Chiller" where you had a rifle shooting people in a torture room and shooting off body parts - certainly "excessive" even by today's standards.
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Mothers Against Videogame Addiction and Violence
updated with the Terminator himself
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It means parents have nobody else to blame but themselves when Jimmy walks out of EB with a copy of GTA.
They haven't come up with a perfect law yet (which would simply enforce and put teeth on the ESRB system) but they're getting there. A previous story about this on the Shack said that studies find something like 70% of underage teens can purchase M-rated games with no problem, so something isn't working right the way things are.
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http://www.commonsensemedia.org/
Their highest rating contains T-rated games including Warcraft III and Mercenaries. Even with the wide range of age ratings, it doesn't seem their highest category can differentiate well-made games with violent content from the utter trash.
"Any 15-year-old working behind the counter at Blockbuster can rent a 13-year-old an M-rated video game, and there are no consequences."
Replace 'M-rated video game' with 'R-rated movie'
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Time moves fast, these kids will be 18 before they know it anyway.
I certainly wouldn't condone little kids playing some of the games I play. Let the parents make the decision.
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It's gone from really stupid to even more stupid than it was before.
Then there's the whole thing where kids see blood, gore, violence and naked people before they turn 12.. then there's that thing with a hundered different kids with headwrongs that really do impersonate actions they play out in games.. then there's..
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Question: Has playing videogames, chiefly, first-person shooters, taught you to act in a conflict situation in a manner that hasn't been widely recognized for centuries prior?
For example: "Oh, so that's the end the bullets come out of." Or how about "oh, shooting this guy in the head will do more damage than the foot."
Let's take the most "realistic" gaming examples.
Personally, I haven't learned proper handgun tactics from playing Counter-Strike. Don't ask me to cover you just because I played Call of Duty. I don't even know how to lead a task-force from my time logged with Ghost Recon or America's Army.
I think we'd all agree that, for the most part, our elders, who weren't brought up on Grand Theft Auto, would, when presented in real-life with an enemy and firearm, have the sensibility to aim for the head and stay behind cover.
Videogames have taught us nothing new in this regard.
Retailers need to have a rating system they're willing to use and will enforce and make customers aware of. If they don't do this I can see a lot more tighter controls coming.
When I worked in EB most mothers simply didn't realize what type of content was in GTA for example, but they were told MOST reconsidered their purchase.
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My concern is for all the gaming fathers that will no longer be able to receive violent games for Christmas.