One of the concerns of the Militarism and
Violence in Society Working Group is the inappropriate marketing
of violent video games to youth.
According to the American Academy of Pediatrics, media violence
can lead to aggressive behavior in children. Over 1,000 studies
confirm this link. Two studies that appeared in the April
2000 issue of the American Psychological Association's (APA)
Journal of Personality and Social Psychology concluded that
violent video games may be more harmful than violent television
and movies because they are interactive, very engrossing and
require the player to identify with the aggressor. The studies
found that playing violent video games can increase a person's
aggressive thoughts, feelings and behavior both in laboratory
settings and in actual life. A review of the scientific literature
in Psychological Science in 2001 showed a consistent pattern
of results in 35 studies of video games: exposure to violent
games increased aggressive thoughts in children and adults,
as well as aggressive feelings, physiological arousal and
aggressive behavior.
"Mature"-rated games (for persons 17 or older)
are now the fastest growing segment of the video game industry
(Knight-Ridder Newspapers, 1/5/03). About one-third of video
games now purchased are rated "M," the marketing
firm NPD Funworld reports. About 40 percent of those who play
"M"-rated games are under 18, according to the Federal
Trade Commission. Learn
more here.
What you can do:
•
Know the video game rating
symbol (games are labled with suggested age appropriateness
rating symbols such as M-Mature, T-Teen, E-Everyone, etc.
•
Know the video game content
descriptors (the reasons why games get their rating
symbols).
•
Be aware of T-Teen rated
games (13 and over), as the criteria for graphic violence
has changed over the years.
•
Know retailers' policies
on video game sales to minors. Talk to the managers of
stores that sell video games. Ask what their policies
and practices are to prevent children from purchasing
violent video games.
•
Write letters to corporations.
Corporations must assume greater responsibility for education
about, and enforcement of, rating systems and guidelines
applicable to violent interactive videos. Click
here for a sample letter that you can adapt for your
own use and send to the list of corporations we've created
here.