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Prepared Statement of
The Honorable Cliff Stearns
Violent and Explicit Video Games: Informing Parents and Protecting Children
Subcommittee on Commerce, Trade, and Consumer Protection
June 14, 2006
Good afternoon. The rise of computer and video games as mainstream
entertainment has been nothing short of meteoric. U.S. computer and video game
software sales reached almost $10.5 billion in 2005 - more than double since
1996. Worldwide, computer and video game sales have hit over $30 billion. And
according to Price Waterhouse Coopers, the global revenue of video game
companies could reach over $55 billion in 2008 -- easily surpassing that of the
music industry at $33 billion. While it is a global business, the U.S. computer
and video game industry continues to be the benchmark for innovation.
The spectacular rise of the video game juggernaut is not hard to understand
when you see the creativity, educational value, and fun the vast majority of
games offer to gamers of every age - ESPECIALLY children, who are still the core
market for this burgeoning industry. According to the Entertainment Software
Association, games rated for children (age 17 and under) constitute over 80% of
the titles rated by the Entertainment Software Review Board or "ESRB."
I, however, also note that the top game in 2004 was the now infamous Grand Theft
Auto San Andreas, which is rated "M" for mature - indicating that the
game's content is inappropriate for children under 17 years old.
Mature rated games continue to be top sellers and continue to push the limits
of violent and sexually explicit content every year. Grand Theft Auto, which we
will show a few clips from later, includes scenes that allow players to make
drug deals, solicit prostitutes, gun down, bludgeon, and mutilate police and EMS
workers, and as the finale, fly a plane into a skyscraper. I hardly call that
fun, educational, or creative. And I don't care if it's just a game. Building a
video game around a premise based on realistic, cold-blooded assassinations of
innocent bystanders and police - the same law enforcement community that stands
guard outside the doors of this hearing room for our protection- is not
entertainment. This sort of twisted, homicidal imagery is more akin to hate
speech, not free speech. It targets those who are innocent, it stereotypes, it
incites hate, and it breeds disrespect for those who serve to protect.
Free speech is a constitutionally protected right, but when it involves very
suspect expressions - expressions that are more akin to cultural pollution than
art - it requires responsible and discrete execution. The costs our children
must bear are too great. But we are not here today to debate the constitutional
issues surrounding violent and explicit video games. We are here to investigate
some pretty simple and common sense issues: whether parents are getting all the
information they need and DESERVE to make decisions about the purchase of video
and computer games, the process by which games are rated, and to what extent
those games with "M"-rated or "mature" content are policed
at the retail level- both on and off-line. These elements of consumer protection
are needed if we are to protect our most vulnerable and valuable consumers - our
children. This Committee has a long and venerable record protecting children
-whether it be from on-line pornography, indecency in broadcasting, or in this
case, from certain video games that have no place near children and should be
banished to a secure, "adults-only" location - the video game
equivalent of the red-light district.
In addition, the new phenomenon of hidden code or "mods" is another
disturbing development that came to light in the Grand Theft Auto case and
involves the ability to modify an existing game's underlying code with a
downloadable program that can unlock hidden violent and sexually-explicit
content in the game. Such practices attempt to circumvent the ratings process
and again demonstrate the sophistication and stealth of the ways inappropriate
content can be delivered to our children.
This type of simulated violence and sexual content undermines the efforts of
parents as responsible caregivers to their children. Parents should not be
required to defend constantly against the increasing media and marketing
onslaught of violent and sexually explicit video and computer games. Media,
marketing, and delivery technology (computers, PDAs, cell phones) have become
omnipresent in and outside the home. More needs to be done by the industries
involved, which have the money, resources, and expertise to better protect
children. Ratings need to be clearer and more universal. Hidden content and the
use of "mods" to evade ratings need to be met with more severe
penalties. Retail stores need to be more vigilant in how they age verify
customers - both online and at point of sale. Technology can do a lot. For
example, parental control technologies, like those found on the Microsoft X-Box,
allow playing consoles to read ratings and allow parents to prohibit certain
content from being played even if a child has it in hand. This is progress. I
also strongly urge the FTC to finish their report on the Grand Theft Auto
controversy and get tough with companies like Take Two Interactive that flout
the law and continue to exploit our kids with violence and hate.
And finally, as they say, a picture is worth a thousand words. After member
opening statements, I would like to show a clip from Grand Theft Auto that has
been meticulously edited to remove some of the more extreme sexual content but
still contains some very disturbing violent content. This should give us a sense
of what constitutes a "mature" or "M" rating under the ESRB system
and perhaps will make us wonder how bad things need to be to warrant an "adults
only" or "AO" mark - a brand that would take this pollution out of our
mass media and retail outlets frequented by our children and take the profit out
of peddling violence and sex to our kids. I'd like to thank the witnesses before
us today for their presence and views. Your testimony is greatly appreciated.
Thank you.
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