For the week of 3.16.06
"A lot of game makers are
capitalizing on what the current MTV generation can't seem to get enough
of: hip-hop and urban culture."
– Dan Hua, editor of Electronic Gaming Monthly (Washington
Post, September 27, 2005)
In July of 2005, the
Entertainment Software Rating Board changed the rating on the violent
videogame Grand Theft Auto: San Andreas to a restrictive "Adults
Only 18+" after it was found the company did not disclose an explicit
sex scene known as "Hot Coffee." The scene was included in the game, but
could only be unlocked with a computer download. The
rating change
from "Mature 17+" forced Take-Two to pull the game from store shelves,
crimping sales, disrupting the company's operations and sending stock
shares in Take-Two Interactive and Rockstar Games, the manufacturer and
distributor, plunging. But the game was re-rated only after more than 12
million units had been sold, generating about $600 million in retail
sales.
The GTA franchise,
worth about $1 billion in U.S. sales alone, has cashed-in on the
sex-drugs-and-violence fantasy perpetuated by popular music, videos, and
films. To millions of young and not-so-young men, it's an entertainment
experience which builds on and is reinforced by the culture of "gangsta"
rap, glorifying crime, drug use, murder and brutality. This culture is
present in the rap and hip-hop music to which children listen, and is
now being glorified in films as well; the Academy of Motion Picture Arts
and Sciences recently awarded the Oscar for Best Song to "It's Hard Out
Here for a Pimp," which glamorizes prostitution and makes violent,
sadistic exploiters of women into heroic figures. This is the same world
which Grand Theft Auto allows players to inhabit. Today, many
young men think they understand ghetto life because they listen to
hip-hop albums, watch music videos, go to movies and now -- most
intensely -- play video games. (Washington Post, September 27,
2005)
"Playing San Andreas is
not like listening to a rap album by the Game or watching the move Boyz
N the Hood. When you play San Andreas, you are in control of the symbols
all around you, all of those symbols we think of when we think of the
ghetto – the guns, the violence, the drugs, the gangs, the women. You're
not only listening to what's going on, you're not just watching what's
going on, you're in control of what's going on. That is a big, big
difference."
– Kurt Squire, professor at the University of Wisconsin-Madison, who is
researching the effect of Grand Theft Auto: San Andreas on
teenage boys (Washington Post, September 27, 2005)
That this "control" can have malign effects has been
demonstrated by countless scientific studies.
"Research shows that children become anxious,
desensitized and aggressive when they use violent media."
-- Dr. Michael Rich, Director of the Center on Media and Child Health
at Children's Hospital Boston/Harvard Medical School. (US Fed News, July
27, 2005)
In January, the Los Angeles city attorney's office sued
Rockstar Games and its parent company, Take-Two Interactive, for hiding
pornographic material inside GTA, for making misleading
statements in marketing and for engaging in unfair competition.
Delgadillo is seeking civil penalties and is requesting that Take-Two
and Rockstar take action to ensure full disclosure to consumers about
the content of their video games. (AP, January 27, 2006)
"Businesses have an obligation to truthfully disclose the
content of their products - whether in the food we eat or the
entertainment we consume." – Los Angeles City
Attorney Rocky Delgadillo (AP, January 27, 2006)
Even prostitutes are opposing the game. The
Sex Workers
Outreach Project USA, or SWOP, "an organization dedicated to
improving the lives of sex industry workers and to the promotion of a
safe working environment for the industry," in February announced a
boycott of Rockstar's game.
In the games, players can solicit "services" from
prostitutes by driving their cars slowly near them. No sexual acts are
in clear visible view, but during the "transaction," the player regains
health and loses money. Although the player cannot actively rape
prostitutes in the game, a possible rape is alluded to once during the
story line of Grand Theft Auto: San Andreas. The prostitutes,
like every other character, are also subject to homicide at the hands of
the protagonist.
SWOP, despite being "adamantly
opposed to any and all forms of censorship," cited a 2001 document from
the National Institute on Media and the Family's
David Walsh
and called for "all parents and all gamers to boycott Grand Theft Auto,"
and said the organization wishes "to inform other parents of the
potential danger extremely violent video games pose to children." (CNETNews.com,February
17, 2006)
"This game encourages denigration and destruction…it
accrues points to players for the depiction of the rape and murder of
prostitutes. SWOP-USA calls on all parents and all gamers to boycott
Grand Theft Auto." – Sex Workers Outreach
Project website (New York Times, February 20, 2006)
With increasing numbers of violent incidents and ever
more vocal opposition from all walks of society, it is clear that
society is becoming aware of the dangers which violent videogames pose
to players, particularly children. One hopes that the makers of such
games will rethink their actions, stop glorifying violence and begin
making an honest effort to police themselves and provide more wholesome
entertainment – before the American people call on government to take
sterner steps.
Culture Watch - Entertainment Industry News
The Parents
Television Council -
www.parentstv.org