Computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, racism, advertising, eavesdropping, consumption of illegal drugs, consumption of alcohol or tobacco, propaganda or profanity in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religion groups, and other special interest groups, and may become a part of new laws and legislation in the United States depending on current court cases and debates at Capitol Hill. In recent years, controversy has skyrocketed with the discovery of a hidden sex game in the highly popular game " San Andreas".
Video game censorship is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject, as well as a popular topic of debate. Proponents and opponents of censorship are often very passionate about their individual views.
Historically, this type of controversy and criticism is not unique to video games. The same situation has been applied to comic books, music (particularly jazz, rock and roll, metal music, and hip hop music), and films. Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred farther in the past, beyond the remembrance of today's youth. In previous cases, the attempts at censorship in the United States were struck down as a violation of First Amendment rights, and they have gone on to become fully integrated facets of society.
Criticism waned in the early 1980s when less representational, more kid-friendly games, such as Pac-Man and Donkey Kong, became popular in arcades. However, with the advent of the Atari 2600, more production companies resulted in more controversial material. In particular, a video game company known as "Mystique" began producing sexually explicit games which contained images of exposed genitalia and sexual acts. From a modern point of view, it may seem laughable that the blocky graphics could be construed as being obscene; however, at the time, these games did receive some media attention for their ribaldry (see "Criticism of sex in video games" below).
As more sophisticated video game consoles were released, some measures were taken to ensure the moral quality of games. Nintendo had a licensing system that required games to pass their various tests of blood, nudity, and religious themes to be licensed. All licensed titles for the Nintendo Entertainment System featured Nintendo's "Seal of Quality" and were produced on cartridges compatible with the 10NES lock-out system, nearly disabling the production of unlicensed titles, though some companies managed to break the code and produce their own unlicensed games. Some of these unlicensed titles were adult or violent titles, including various strip poker or extremely violent titles. This practice was dropped when the rating system was later implemented.
As the video gaming industry grew even further with even more advanced graphics, it faced increasing pressure from concerned special interest groups. In 1992 Mortal Kombat, an arcade and console fighting game, was controversial for its copious amount of simulated violence and blood; US Senator Joe Lieberman spoke out against the game during a Senate investigation into video game violence. Another game under public scrutiny was Night Trap, a game using filmed footage of actors such as Dana Plato, criticized for its sexual themes and often implied violence. Night Trap is often considered the catalyst for the establishment of the Entertainment Software Rating Board, which employs an age-based ratings system, not unlike the MPAA system for movies.
The ESRB silenced many critics, or at least reduced the exposure of the controversy in the media for about four years, until games such as Postal, Carmageddon and Grand Theft Auto were suddenly released in 1997, attracting the attention of the general media to the issue again. The commercial success of these titles (especially of Carmageddon and GTA), combined with the "free advertisement" provided by tabloids and detractors opened the market to violent games in the following years.
Video games received further scrutiny in 1999, following the Columbine High School Massacre, as some commentators accused violent first-person shooter games such as Doom and Wolfenstein 3D, of which the shooters were known players, as playing a causative role in that massacre and others, sparking heated debate between proponents and opponents. One group, on behalf of a teacher killed in the massacre, pressed charges against a number of video game companies, including the creators of Doom, whom they said were responsible for the shootings, claiming, "absent the combination of extremely violent video games and these boys incredibly deep involvement...these murders and this massacre would not have occurred." The case was dismissed by a Colorado judge, who defended video games First Amendment rights, writing "setting aside any personal distaste, as I must, it is manifest that there is social utility in expressive and imaginative forms of entertainment, even if they contain violence."
In October 2001, Grand Theft Auto III, a console and PC game, was released, allowing the player to control a criminal whose Mafia-related jobs often required him to steal cars and murder rivals. The game revived ongoing video game controversy in the public eye for its violent and anarchic nature. Furthermore, in August 2003 the Entertainment Software Association reacted against these accusations and began to battle against governmental regulation of video games.
In early 2006, the National Law Enforcement Officers Memorial Fund petitioned to ban the Eidos game "25 to Life" for glorifying the murder of police officers. Although the NLEOMF's exact demands are vague, and the game has not been a commercial success, this may represent the first attempt by a police organization to legislate video games.
While the criticisms of video games resembles, in particular, criticisms of television programming or movies, it also differs in important respects. Video games present the player with an increasingly wide range of possible activities. Unlike a scene in a movie, a scene in a video game may not necessarily be experienced by every player. This element of choice is itself controversial. Proponents see it as making the game experience more real and engaging, while critics see it as allowing players to 'act out' antisocial fantasies.
Video and computer games are periodically criticized in the media by some parents' groups, psychologists, religious organizations, and politicians for the level of violence, cruelty, and crime that some games allow players to act out, and often glorify. Examples are common, including Mortal Kombat and its sequels, a series of fighting games by Midway. Since 1992 the series has rewarded players for beating up an opponent with martial arts moves, and then for executing a graphic "Fatality" move.
A common focus of criticism is that some video games allow players to act out crimes, and reward them for doing so. A frequently-cited example is the extremely popular Grand Theft Auto III by Rockstar Games, in which a principal game activity is carjacking. The player may also run over pedestrians, or shoot at and kill rival gang members (or pedestrians) as he completes missions for crime bosses. Grand Theft Auto III also became a center of controversy concerning attitudes toward women, because the player is able to pick up a prostitute, have "sex" with her (however, the "sex" merely involves the character's car rocking and kissing noises being made without any actual nudity or really sexual content), then kill her to take back the money spent. These activities are not objectives of the game, but they may be carried out by a player who wishes to do so.
The game's immediate sequel, Vice City came under similar criticism, also for implying allegedly racist hate crimes: The game, taking place in Florida in 1986, involves a gang war between Haitians and Cuban refugees; the names of the gangs, eponymously, are "the Haitians" and "the Cubans". The game contains phrases such as "kill the Haitian dickheads," and drew criticism from Haitian and Cuban anti-defamation groups. After the threat of being sued by the Haitian-American Coalition, Rockstar removed the word "Haitians" from this phrase in the game's subtitles.
A later game in the same series, San Andreas, which focuses on urban street gangs instead of organized crime families, goes a step further, with the bloody rivalry between the Grove Street Families (which the player character is a member of) and the Ballas, reflecting the ongoing violence between the Crips and the Bloods. San Andreas also includes levels that actively require the gamer to murder police characters before the game will advance. An example is the Reuniting the Families * mission, in which the player must kill several members of the SWAT team when they respond to the scene of a gang meeting.)
These concerns have led to voluntary rating systems adopted by the industry, such as the ESRB rating system in the United States and the PEGI rating system in Europe, that are aimed at educating parents about the types of games their children are playing, or wish to play. Games such as the Grand Theft Auto series are rated as "Mature" or "Adults Only" in the US, or given a "Certificate 18" rating in the UK. The packaging notes that these games should not be sold to children. If a parent or legal guardian buys a mature game for a child and the parent/legal guardian gives permission to a child to play said mature game, it is by the parents' choice and is not considered an offence. Critics contend that this system is an insincere effort to reduce liability, while mature games are still marketed to a younger audience.
Lt. Col. David Grossman, a former West Point psychology professor, has written several books that pertain to the subject of violence in the media, including On Killing and Stop Teaching Our Kids to Kill. During heights of video game controversy he has been interviewed on the content of his books, and has repeatedly used the term "murder simulator" to describe first-person shooter games. He argues that video game publishers unethically train children in the use of weapons and, more importantly, harden them emotionally to the act of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game.
Video game violence critics generally agree that violent video games are at least as bad an influence on children as are television shows with the same level of violence and cruelty, and most seem to believe that video games are more threatening to a child's well-being, because the video game player uses the controller to make an on screen character act out the violence personally. It was widely reported that the killers in the Columbine High School massacre were, like many teenagers, fans of first-person shooter games. They had recorded a videotape before the massacre in which they said they looked forward to using their shotguns just as in the game Doom.
Some studies have shown that children who watch violent television shows and play violent video games have a tendency to act more aggressively on the playground, and some people are concerned that this aggression may presage violent behavior when children grow to adulthood.
Controversy of speeding and evading the authority in racing games has surfaced when a title from the Need for Speed series was found in one of the suspects' cars in Toronto in January 26, 2006, when two street racers were involved in an accident resulting in a taxi-driver's death. However, the police denied any connection between the game and the incident. Although most people tend to play violent video games, it is unclear whether violent tendencies developed by frequent video game players actually resulted from the game-playing or via other means.
Response to controversies over sexuality is generally in the form of indignation that video games are singled out where movies, books, and television shows are not (despite the fact that Hollywood exercised the Hays code to ban any movie which violated its strict moral sense in the early half of the 20th century). Retailers have sold "R" and "NC-17"-rated (and in some cases "PG-13" and older "PG") movies showing nudity for the past several decades without any moral problem in doing so, and the moral problem they claim to have over video games with nudity is seen as hypocritical by some. Because video games have a rating system roughly equivalent to the movie rating system, the two are analogous. Video games have also been seen to be singled out from other forms of entertainment when it comes, not only to violence, but also to nudity; hence the term pop culture pariah.
On March 6, 2005, the TV show 60 Minutes took on the case of 18-year old murderer Devin Moore, wherein plaintiffs have argued Grand Theft Auto III and Vice City inspired him to kill three police officers that came to arrest him for stealing a car. This episode of 60 Minutes has been criticized by the video game community. In October 2005, the Alabama judge sentenced Moore to capital punishment.
Some psychologists and parents' groups have criticized video games because they believe they cause children to sit alone in the television room for many hours in a row, interacting with a machine rather than running and playing outside as they exercise and improve their social skills by playing with other children. They claim that video games can be even more addictive to children than TV, and therefore more likely to isolate them socially in this way. Some studies have purported that there is a correlation between depression and playing computer games.
Many respond that video games can enhance children's social interaction because many video games are multiplayer games, where two or more players can have fun competing on the same television screen, and that if a child is isolated and antisocial, this is not the fault of video games, but perhaps of the child's inborn disposition, or perhaps of the parents' lack of attention to making sure their child has enough opportunities for social interaction with other children. Additionally, with the advent of online video gaming, it is not difficult for children to find others to play with, although these experiences are often anonymous.
Perhaps the most blistering response came from social critic and author J.C. Herz, who suggested that some criticisms of video game violence come from distinctly Marxist and socialist viewpoints from academia, and do not reflect the realities of modern life:
Specifically, Herz claimed that such things as a "lack of cooperative behavior" and "aggressiveness" are both necessary and useful traits in a capitalistic society, but that academic psychologists tend to ignore this.
Many video game players are upset and angry at these allegations, claming that video games do not lead people to violent acts, but a person's irresponsibility does. They say that a person should be responsible for what they do, and not be able to use a game to try to put a reason for their violence. Ctrl+Alt+Del, a popular web comic, speaks out against the media's attacks on games in several comics, most notably Jack Thompson, a media critic.
Such references to religion found in games are often criticized by religious groups of specific denominations. Games such as Xenogears, Final Fantasy Tactics, Castlevania* Tales of Symphonia and Grandia II contain religious themes that some might find offensive. Often, RPGs in particular make use of a corrupt and powerful church as the game’s antagonist.
In response to potential criticism, religious content has been censored in some US releases of Japanese-origin video games. Nintendo in particular would censor many of its US releases back in the NES and SNES era. Castlevania, Dragon Quest, Final Fantasy and other games containing such references as crosses, the words holy, monk, and names of Biblical figures were censored for their US release. The game Terranigma was never released at all in North America, one of the stronger reasons being its religion-influenced plotline. One trophy in Super Smash Bros. Melee Tamagon was locked out of the US release of the game, possibly because of religious reference and the title of the game he originally appeared in (Devil World).
*This refers to the modern games in the Castlevania series .The earlier games were edited to remove religious references.
See also Censorship by organized religion.
The addiction factor of MMORPGs has led to horrifying stories of people who starve to death while playing games like Everquest or the father who locks his children in the closet so they do not bother him while he plays the game. Some versions of the story have the children starving to death in the closets. Most, however, are urban legends.
In 2002, Australia banned Grand Theft Auto III for its actions against virtual prostitutes; the game was later reinstated when this action was removed. Similarly, San Andreas was banned in July 2005 following the revelation that sex scenes were included in the minigame unlocked by the Hot Coffee mod; these took the game outside the MA15+ category. The MA15+ rating was re-instated after a modified version was released by Rockstar Games, omitting the Hot Coffee minigame. In 2005 the game 50 Cent: Bulletproof was banned for encouraging gang violence. And in 2006 Marc Eckos Contents Under Pressure was also banned.
Two other games banned in Australia are the highly violent(and controversial) Postal and Postal 2 from developer Running With Scissors.
The MMO genre of games is big business in China since subscription based games avoid software piracy, and most gamers use Internet cafes as they don't own a personal computer. The company that runs the popular World of Warcraft in China, The9, is listed on the NASDAQ market exchange so they must release an annual report which includes much information on how MMORPGs work in China. For a somewhat abbreviated version there is an article and summary of their report. *
However , the MMOs have been obscured by the Nintendo iQue
The problem with the index is that games cannot be examined by the BPjM prior to their release, even if requested by the manufacturers, as that would be considered censorship by German standards, which is clearly illegal by the German constitution. However, this has led to many publishers thinking with "scissors in their hands" and removing more content than would have been necessary.
Recently, the index has become a little redundant regarding video games, as the USK's (unabhängige Selbstkontrolle = independent Selfcontrol) ratings have been made obligatory and only games that didn't receive a rating can be placed on "the index". Before 1.4.2003 these ratings had been merely suggestions for gamers and the index was the only way to control sales. Nowadays violent games which received an 18+ rating can be sold openly in stores, but the stores are responsible for checking the buyers' age. The self censorship described above has also decreased because of that. Companies still employ it because a 16+ rating can improve sales, but it isn't as excessive as it used to be
Moreover, because of Germany's law banning public displays of Nazism and the swastika, several games have been banned for using these symbols, even if the rationale behind their use is clearly critical of the Nazi philosophy. Games such as Wolfenstein 3D and its sequel Return to Castle Wolfenstein, which involve American soldiers on missions to kill Nazi soldiers, are banned, and such software often reminds the player of its illegality in Germany. Although a censored version of Return to Castle Wolfenstein was released in Germany, the original Wolfenstein 3D remains illegal. The display of Nazi symbols in an accurate historical context is permitted nevertheless. This applies especially to World War II movies, which are classified as art and thus exempt from this ban. Videogames however are denied being art. There are few World War II video games that are deemed to be historically accurate, but the backgrounds of titles such as Allied Assault, Call of Duty and Beyond The Call of Duty do operate on a historically true background, even if the stories central to the games are exaggerated or fictional for purposes of entertainment. Nonetheless, the symbols were removed, although all other references to the Nazis were kept.
Violently pornographic games came to national attention in Japan in 1986 with the release by dB-soft of 177, a game where the player takes the role of a rapist. (The game's title originates from the number of the Japanese law criminalizing rape.) 177 was not actually the first game designed around this premise, but it was unusually explicit for that time. The game caused debate in the Japanese parliament and was eventually recalled and re-released with the most controversial scenes removed. In 1992 the pornographic game industry formed the "Ethics Organization for Computer Software", setting industry guidelines for acceptable content and packaging. Those games deemed inappropriate by this organization for minors are released only to people 18 years or older.
See also bishōjo game and hentai game.
Carmageddon, in which the gameplay involved mowing down innocent pedestrians, was the first game to be refused classification in 1997 (effectively banning it). The game's publisher, SCI, had a modified version created in which the pedestrians in question were replaced by green-blooded zombies, but regardless completed a successful appeal against the BBFC to overturn their original decision. The uncensored, unmodified version of Carmageddon was later released under an 18-certificate.
In 2004, the parents of a murdered 14-year-old boy blamed the game Manhunt as having been "connected" to the murder (It was later found not to be, as the game was found in the victim's home, rather than the killer's.) however, Leicestershire police "did not uncover any connections to the computer game." *However following this incident the sales of the game rose due to the free publicity from newspaper headlines.
From time to time, local officials{usually liberal} attempt to restrict the playing or selling of violent video games. Predictably, video game publishers always oppose this, and retailers usually do as well. For example, the city of Indianapolis, Indiana in 2000 passed an ordinance barring children from playing arcade games with graphic violence unless parental consent was given. It was generally thought that this law was intended to target the game The House of the Dead, in which players use plastic guns to shoot at the game screen in order to kill zombies that try to kill the player. The ordinance was struck down at the appellate Federal court level, on the grounds that in the United States, video games enjoy some measure of First Amendment free speech protection because they contain real expression of ideas, and children have constitutional rights before the age of 18, and given this, the city did not demonstrate an overriding public interest in passing the ban. Recently, Illinois governor Rod Blagojevich passed a law banning the sale of "violent or sexually explicit" video games to minors under the age of 18. The new law would have taken effect January 1, 2006, but was struck down by District Court judge Matthew Kennelly. About three months later, similar laws were passed by Michigan governor Jennifer Granholm and California governor Arnold Schwarzenegger. The California law, as California Assembly Bills 1792 & 1793, was sponsored by Leland Yee, the Speaker pro Tem of the Assembly and a child psychologist. Both of these laws were given temporary injunctions pending further court review, but are likely to be ruled unconstitutional by the federal court.
On November 29, 2005,liberal Senators Hillary Clinton, Joe Lieberman and Evan Bayh introduced the Family Entertainment Protection Act. The act was intended to protect children from inappropriate content found in video games, although it has not passed through the Senate and is also unconstitutional.
In July 2002, the Greek Parliament passed Greek Law Number 3037, entirely outlawing electronic gaming. This controversial law has been frowned upon, not only in Greece, but elsewhere in Europe and in the United States, and petitions were made against it. In December 2003 it was restricted to only affect Internet cafes in accordance with a letter from the European Union.
In December 2003, Manhunt was banned in New Zealand.
In 1999 the sales of three games were forbidden by the Brazilian Ministry of Justice: Carmageddon, its sequel and GTA.
In Italy some sporadic attempts of videogames censorship and/or banning have been made in the past. The game Carmageddon was censored when first released, showing zombies instead of people and green blood. This censorship was not applied to the sequels, and apparently even the first game was re-released into its original form after some time; When Resident Evil 2 was released in 1998, it was banned from stores after a protest made by a group of conservative mothers, but it reappeared after few days following the sentence of a judge.
A striking reaction from within the industry is Box Stacker, a game that Take-Two Interactive (parent company of Rockstar Games, who created the GTA series) was supposedly going to release sometime in 2005. An article with a screenshot was seen on the internet, describing the game as "a first-person vertical-crate-arranger guaranteed not to influence young people's behavior in any way". The article was a cynical prank however, and the game was never released.
Other criticisms include unrealistic aspects of graphics or gameplay, games that are simply not fun to play, an apparent lack of games that appeal to women and girls, and a strong and increasing tendency of video game publishers to avoid risks and originality, and only fund games which are already safe bets before development begins. In particular, there has been a perceived increase in:
Some of these problems in low creativity are also seen in the movie industry, with movies being based on older TV shows, and the many sequels that come out every year.
Controversial computer and video games | Moral panics | Controversies
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