What you should know about video game violence

 

Video games have emerged as very popular entertainment, with 70 percent of children living in a home with at least one video game player and 33 percent have one in their bedrooms.

 

In 2003, $7 billion was spent in the United States on video and computer games. Since the days of PacMan (a favorite video game to those now in their mid- to late 30s), video games have grown increasingly realistic and violent. Worse,

they are often available to young teens whose parents don’t understand what they are playing.

 

Several games are especially graphically violent. “Grand Theft Auto 3,” for example, rewards players for stealing cars,

assaulting police, and beating sex workers.  Another version of this video game, “Grand Theft Auto: Vice City,” calls for killing Haitians. This video earned $260 million in its first year of release. The game “Carmageddon” has players run down pedestrians, including elderly women; completing all levels of this game requires killing 33,000 people. What parents do not realize is that games like these become more violent as players

advance to new levels of the game, based on their improved scores.

 

The American Academy of Pediatrics, the American Medical Association, the American Academy of Child and Adolescent Psychiatry, and the American Psychological Association have issued a joint statement on the impact of entertainment violence on children, saying that “exposure to violence in media…[and] video games…contribute[s] to aggressive behavior, desensitization to violence, nightmares and fear[s] of being harmed.”

 

The two students responsible for the 1999 Columbine high school shooting and the 17-year-old Washington, D.C., sniper played video games featuring violence. In June 2003, two boys decided to shoot at trucks on Interstate 40 in Tennessee, just as in the video game “Grand Theft Auto 3.”

 

The interactive entertainment industry has sales of $10 billion annually, not including sales for game development,

licensing, or hardware. The industry takes little responsibility for what is available, though it has developed a voluntary rating system to help parents evaluate games. The rating system covers things such as alcohol, blood and gore, drugs, gambling, nudity, and intense violence, but lacks descriptors demeaning women and minorities. In addition, retailers have not been careful about selling mature-rated

violent games to minors.

 

Why is this important?

Interactive video entertainment that treats violence as a game is part of a culture of violence pervading our society. In 1999, the ELCA affirmed its support for the Decade for a Culture of Nonviolence (2001-2010) with special attention to children and youth.

 

In its message on Community Violence (1994), the ELCA said, “Many of the young, who previously were sheltered from exposure to violence, are now not only ‘entertained’ by violence, but increasingly are both its victims and perpetrators.” When they perpetuate stereotypes, violent solutions to community problems, and disrespect for life, video games are a hazard to the spiritual, emotional, and social health of children and youth.

 

What congregations can do

As part of their ministry to children as well as their support for nonviolence, congregations can play an important role in addressing violent video games. They may:

          • help parents and guardians evaluate the

            suitability of video games and encourage

            them to talk to their children about them

          • as part of church school, vacation Bible

            school, and other activities for children and

            youth, talk about video games and how the

            message they convey meshes with the

            Scripture’s message of honoring and

            respecting life

         • study the ELCA’s message on Community

            Violence. Single complimentary

           copies are available by calling 800/638-

           3522, ext. 2996; also available at

           http://www.elca.org/socialstatements/violence/

         • write to manufacturers, asking for more

           accountability in terms of what they

           produce (see below).

 

How the ELCA is addressing this

The ELCA churchwide organization is addressing increased violence in video games by joining other faith-based organizations

in asking corporations to assume greater responsibility for education about and enforcement of rating systems and guidelines that are applicable to violent interactive videos.

 

The ELCA is doing this through the Corporate Social Responsibility (CSR) program, an advocacy ministry conducted by the Division for Church in Society. Information on this campaign, as well as a grassroots letter-writing response, can be found at the Web site of the Interfaith Center for Corporate Responsibility at http://www.iccr.org/issues/violence/featured.php

 

Resources

For information and resources, check out these Web sites:

          • American Academy of Pediatrics

            (http://www.aap.org/) especially, “The Rating Game”

          • American Psychological Association

            (http://www.apa.org/), especially, “Violent Video

            Games Can Increase Aggression”

          • National Institute on Media and the Family

            (http://www.mediafamily.org/)

          • Parent Teacher Association (http://www.pta.org/parentinvolvement/healthsafety/crisis/sgyc/sychom.asp - Dealing)

 

From Seeds for the Parish, March – April 2005, http://www.elca.org/co/seeds/2005/MarApril05web.pdf

 

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