Brown v. EMA was brought before the Supreme Court of the United States (SCOTUS) to appeal a 2005 California law which restricted the sale or rental of violent video games to minors (2011, No. 08-1448, Supp. 564). The SCOTUS ruled that the Act violated First Amendment rights, on the grounds that video games are similar to protected books, movies, and plays, in that they communicate thoughts through familiar literary devices and features distinctive to the medium (Ibid, as per Supreme Court Justice, Antonin Scalia). The Court found that one, violent video games did not constitute “obscenity” (for the legal definition of obscenity see: Miller v. California (1975), 413 U.S. 15) under the First Amendment , two, the state did not have a compelling interest in preventing psychological or neurological harm to minors allegedly caused by video games, and three, even if the state developed a compelling interest, the California law was not narrowed to meet that objective…
The Supreme Court didn’t let California prevent the sale or rental of violent video games to anyone under the age of 18. California proposed that there would be a $1000 fine to any retailer who sold a violent game to anyone under 18…
California Assembly Bill 1179 (2005), Cal. Civ. Code Ann. ßß 1746-1746.5 (West 2009) (Act), prohibits the sale or rental of "violent video games" to minors, and requires their packaging to be labeled "18." The Act covers games "in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being, if those acts are depicted" in a manner that "[a] reasonable person, considering the game as a whole, would find appeals to a deviant or morbid interest of minors," that is "patently offensive to prevailing standards in the community as to what is suitable for minors," and that "causes the game, as a whole, to lack serious literary, artistic, political, or scientific value for minors." ß 1746(d)(1)(A). Violation of the Act is punishable by a civil fine of up to $1,000. ß 1746.3.…
* Douglas A. Gentile and Craig A. Anderson, from “Do Video Games Lead to Violence?” Violent Video Games: The Newest Media Violence Hazard, (Praeger, 2003).…
For years people have blamed violent video games for violent behavior problems with white youth. In fact, many journalist compared young school mass shooters to how often they play a certain video game. In Karen Sternheimer's "Do Video Games Kill?” She discusses one game in particular, which is the video game “Doom”. “Doom” was a shooting video game “...released in 1993...”(214) and many politicians brought up “Doom” while discussing mass school shooters at the time. However these…
In several court cases states and municipalities have attempted to pass legislation to restrict the sale of violent video games without parental consent. The video game industry have actively worked to nullify any such laws and have always succeeded thus far. Claiming that the parents are responsible for the decision of what their children play, the games are rated so that the parents can acknowledge what is age appropriate. They also claim that to regulate the material in their games is a violation of the 1st amendment rights (Anderson, Gentile and Buckley…
April 20, 1999- Columbine high school shooting, July 20, 2012- Colorado movie theater massacre, December 14, 2012- sandy hook massacre, these are all examples of real life massacres that have been the cause of many innocent lives throughout the years. These are also examples of reasons on why the prohibition of rated M videogames has been such a controversial topic. My aunt went to grocery shopping last week and someone slashed her tires. Does that mean that she should no longer go grocery shopping? It’s really absurd isn’t it? Well believe it or not it’s the same thing that is happening with rated M videogames. Ever since the Columbine shooting in 1999, the people and government have tried to ban these video games. They believe that the violent…
In Today's society, the increase in popularity of videogames just keeps adding to the controversy of the rising violence in teens. Many people think that video games are way too violent and want the government to regulate and even restrict the sale of violent video games.I have played tons of violent video games, the biggest violent video games like Grand Theft Auto and Call of Duty. Although people have said that Mass Shootings could be linked to Violent videos games, they cannot provide significant proof that it truly does push a person to…
About 50% of America's youth plays and enjoys video games, but is it increasing their violence? No it does not increase their violence. Saying that it does is simply an excuse for their insanity. If anything, it would be the parents fault. You should not be buying your kids a game that is rated mature. You can’t blame the games for being violent because most games nowadays are violent, very violent, but they are for mature audiences only.…
Video games have always been a great landmark in the history of the human race and how great and advanced they’ve become since their creation. Video games also have their own timeline and certain points in time in which major controversy has arisen. Newscasters have made full reports on how video games are the major contributor to thoughts and actions of violence in the minds of all who have purchased them, either being adults and all the way down to children of all ages. Even though newscasters and reporters may be seen as respected and credible sources this topic has always pinned video games as the culprit but they were never the ones to blame.…
Controversial subjects comes in all forms and fashions and sometimes presents disagreements within. The controversial subject that I have chosen has been around for many years and have allowed individuals to take a stand for their opinions about the situation. “The debates on video games violence has arguably been narrow, in that it assumes that such games have only negative effects and ignores the possibility of positive effects”. (Ferguson, C.J, 2007) Within the Article it provides stability and creditability in the problem of violence in video games. The Article is called Negative Potential of Video Games by Russell Sabella, but instead of focusing on the facts of how and why this is an issue it provides facts the boys demonstrate these acts far more and singling this gender out within the article. With the validity of this important information that needs to motivate our youth this article depicts that boys will see and demonstrate more violent acts. Understanding that the main focus should be the youth, only boys were singles out and this article also assumed that boys show a greater tendencies to be aggressive due to the motivation of video games “This is especially true for boys who seem to show greater tendencies to be aggressive and to seek out higher media violence exposure”. (Russell A. Sabella Ph.D., 2013) Video games contributing to youth violence and have demonstrated negative actions which caused support groups to stop the creation, sales, or renting to individuals under the age of 18 due to negative acts of harm represented by the youth. The influence that the video games present to the youth consist of aggressive behavior, violence, school shootings and even bullying. “Recent highly publicized school shootings; reports of gang; young people obsessed with violent video games, movies, and song lyrics; and media prone to…
Halo, Call of Duty, and Gears of War are just three of many grossly popular video games today, and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer, one is engaging in extremely violent video-game action, and probably having a lot of fun doing so. With the rapid growth of intensely violent games, parents and politicians across the nation have begun to protest against violence in video games and have even gone as far as to say it is the cause of violence in America’s youth. Is this really true? Are video games the problem? Just like the rock and roll movement of the 1950’s being blamed for youth delinquency,…
Video games are basically known as a staple among American teenagers. Many teenage boys and even some girls spend hours of their day staring at the TV screen and rapidly pushing buttons on a controller. Many of the top selling games in America strongly involve violence in their gameplay. These types of games raise many questions about how they affect the people playing the games. Are there negative consequences or are these claims just made up? There is research to back up both claims but the negative effects of violent video games seem to overpower the positives of recreational violent video game play. Manufacturers should enforce their own policy towards people who play their games in a more efficient way. Video games have multiple severe problems associated with the violence that is so heavily incorporated into them. Video games can give a false sense of reality and allow gamers to become so immersed into their game play that lines between real life situations and game play situations begin to blend together. Playing video games can also become an addictive distraction. Many avid gamers can spend hours at a time glued to their TVs playing on their Xboxes, PS3s, and other gaming consoles. This time spent playing games can take away from other activities. Important things like schoolwork and grades can be affected by spending all one’s time playing games instead of focusing on more important things. It can cause people that play the games to go to sleep super late in the night. The students then have to wake up early and go to school tired and will not be able to focus and stay awake to learn the material being taught. Video games also spur a sedimentary lifestyle. Obviously, not getting enough daily exercise leads to weight gain and other health issues. Violent video games also cause behavioral and social problems. These games desensitize people towards killing and steer them in the direction that killing is…
The controversy surrounding violence in video games stretches back to 1976 and involved violence against stick figures. Over the years, violent imagery has increased in the frequency it appears in games and in the graphic depictions of violence against people and animals. Concerned parents, activists and researchers have long suggested that viewing such material is inherently harmful to children and adolescents and encourages criminal behavior. When people looked for reasons why two teenage boys would murder their classmates at Columbine High School, violent video games were blamed in the press (McKibben,…
• In 2011, the Supreme Court rightfully ruled against a law that wanted to make it illegal for minors to purchase violent video games on the claims that these types of game cause violent behavior.…