Title: Video Game Violence -- Ethical Issues --
1Video Game Violence-- Ethical Issues --
- Kim Anttila Thomas Larsson
- Mälardalen University
- December 12, 2003
2Overview
- A preferred leisure activity
- Examples of game violence
- Effects on individuals and society
- Research results
- Game industrys standpoint
- Ethics principles
- Human rights and codes of ethics
- Case studies
3A preferred leisure activity
- In the U. S. the average 2 17 year old child
play video games seven hours a week. - In the U. S. more than 191 million entertainment
software sales was reported in 2000 worth 6.5
billion. - Games in general can of course be beneficial.
E.g. games can teach problem solving skills, and
even be used as a tool in medical rehabilitation
and habilitation.We will only discuss violent
video games!!! - Highly violent games are frequently found among
the top 10 best-selling games
4Examples of game violence
- Highly violent titles arrived in the 1990s
- E.g. Mortal Kombat (1993), Streetfighter,
Wolfenstein 3D, Doom - A recent example is Grand Theft Auto (GTA) III
- The game glorifies violence and crime and it
degrades women. Activities include running over
bystanders, driving prostitutes around town,
beating people up, killing people, setting bombs,
bribing the police. You can have sex with a
prostitute and then kill her to get extra scores. - In Washington state, a law bill has been signed
to ban sales of e.g. GTA III to minors (anyone
under 17).
GTA III is a game so suffused with sadism that
its considerable technical attributes are lost in
a nihilistic realm that thumbs its nose at any
sense of propriety or responsibility-- LA Times
5Research on Game Violence
- The body of research on the effects of exposure
to violent video game is relatively small - There seems to exist about 30 published studies.
- A majority of them indicate a significant a
positive correlation between violent video gaming
and aggressive behavior. - Due to some methodological shortcomings, however,
particularly in early studies, some people denies
these results. - Therefore, more research is needed.
- In any case, the research literature on the
effects of exposure TV violence is huge and
conclusive - There is a link between early exposure to TV
violence and real world acts of violence. - This research suggest that exposure to game
violence results in the same consequences, or
even worse consequences, because of the active
learning nature of video games.
6Research results indicate
- Short term effects
- Exposure to video game violence increases
aggressive thoughts, feelings, and behavior. - Furthermore, violent video games tend to decrease
prosocial behavior. - Long term effects
- Involves learning processes which develop
knowledge structures, e.g., perception,
interpretation, judgment and action - Subjects may be desensitized to violence, see the
world as a more hostile place, and have a
tendency to respond to conflict with aggression
(aggressive personality) - Violent video games teach violent behavioral
scripts, which may become easily accessible in
real world situations.
7Research facts!
- Exposure to violent TV causes increases in
aggression and violence and the effects are not
small! - Regardless of whether the research method has
been experimental studies, cross-correlation
studies, or longitudinal studies the results are
that exposure to media violence increases
aggression.
There is a consensus among expertsthe data
point overwhelmingly to causal connection between
media violence and aggressive behavior in some
children --- a joint statement by the following
six professional societies American Psychology
Association, American Academy of Pediatrics,
American Academy of Child and Adolescent
Psychiatry, American Medical Association,
American Academy of Family Physicians, American
Psychiatric Association
8Effects on society
- Media violence contribute to a more violent
society - The skyrocketing aggravated assault rates in our
societies depends on many factors - Whats the actual cost of video game violence?
- Suppose game violence can be blamed for some
murders. How many do you think is acceptable? - Economic Impacts
- Market size and value added to the economy?
- What would happen to the market size without
highly violent titles? (According to ESA, 16 of
the top 20 best-selling games where rated E for
everyone)
What does the prevalent fascination of violence
as entertainment say about our society?
9Relevant ethical principles
- The right to free speech
- Free speech legislations
- E.g. First Amendment
- Child Convention
- Childrens right to healthy development
- ACM codes of ethics for computer professionals
- Contribute to society and well being
- Avoid harm to others
- Ensure that users and those who will be affected
by a system have their needs clearly articulated
during the assessment and design of requirements - Ten commandments of computer ethics
- Thou shalt not use a computer to harm other
people - Thou shalt think about the consequences of the
program you write - Thou shalt use a computer in ways that show
consideration and respect
Amendment I Congress shall make no law
respecting an establishment of religion, or
prohibiting the free exercise thereof or
abridging the freedom of speech, or of the press
or the right of the people peaceably to assemble,
and to petition the Government for a redress of
grievances.
10Moral images
- An inscription on the UN plaza wall in New York,
USA says - They shall beat their swords into plowshares.
And their spears into pruning hooks Nation shall
not lift up sword against nation. Neither shall
they learn war any more. - In the charter of UNESCO its stated
- "Since wars begin in the minds of men, it is in
the minds of men that the defences of peace must
be constructed". - The philosopher Karl Popper explains that the
main goal of civilization essentially consists of
reducing violence and thats also the main aim of
democracy1. - We have further moral obligation towards our
children, and that is to give them the best we
can, including the best influence we can design
for their happiness. 2 - 1 Karl Popper and John Condry, La television un
danger pour la démocratie, Paris, Anatolia, 1994,
p.33 - 2 Karl Popper, Lesson of this century, London,
Routledge, 1997, p.36
11Family's responsibility
- The UN Convention on the Rights of the Child
recognizes some fundamental principles that most
of the member nations has agreed up on - that childhood is entitled to special care and
assistance, - Convinced that the family, as the fundamental
group of society and the natural environment for
the growth and well-being of all its members and
particularly children, should be afforded the
necessary protection and assistance so that it
can fully assume its responsibilities within the
community. - Bearing in mind that, as indicated in the
Declaration of the Rights of the Child, "the
child, by reason of his physical and mental
immaturity, needs special safeguards and care,
including appropriate legal protection, before as
well as after birth".
12Society's responsibility
- States Parties shall take all appropriate
legislative, administrative, social and
educational measures to protect the child from
all forms of physical or mental violence, injury
or abuse, neglect or negligent treatment,
maltreatment or exploitation, - States Parties recognize the right of every child
to a standard of living adequate for the child's
physical, mental, spiritual, moral and social
development. - The preparation of the child for responsible life
in a free society, in the spirit of
understanding, peace, tolerance, equality of
sexes, and friendship among all peoples, ethnic,
national and religious groups and persons of
indigenous origin - States Parties shall protect the child against
all other forms of exploitation prejudicial to
any aspects of the child's welfare.
13Game industrys standpoint
- Defends their constitutional right to free
speech, in all its various forms, which includes
the right to produce whatever games they like - Parents have the right to make choices freely
about what is best for their children - No harmful effects have been proven
- Accepts game rating through their own
organization Entertainment Software Rating Board
(ESRB)
14References
- Craig A. Anderson and Brad J. Bushman, The
effects of Media Violence on Society, Science,
Vol. 295, pages 2377-2378, 29 March 2002.
15Game Violence Case Studies
- Three cases concerning different stakeholders
- Game industry/developers
- Society
- Parents
- Discuss each case from several ethical
standpoints - Utilitarian, Kantian, Aristotelian, Rights, etc.
16Als Choice
Ever since his early childhood, Als dream has
been to design and create video games. Now he is
29 years old and he has a wife and two children
to support. Three years ago he completed his
academic education with a degree of Master of
Science in game development. Immediately after
graduation, he started to work as a professional
game developer at Utopia Fantasia Octane (UFO)
Incorporation, one of the leading game companies
in action games. The first and only title so far,
he has had a part in developing, is a recently
completed and commercially very successful first
person shooter game, which includes realistic
depicturing of lots of gruesome killings.
Although Al would have preferred to develop games
with more peaceful story lines, because of an
ongoing debate over the potential harmful effects
of violent game play, he didnt object when he
was assigned to this project. He reasoned that he
needed the job and the experience, and that he
was not responsible for choosing the violent
theme of the game. A week ago, Al was promoted
to the project leader for the companys next big
title called Extreme Combat --- Warfare Vietnam,
a highly realistic simulation game of the much
debated and criticized Vietnam War. The main
character in the game is a much feared Vietnam
veteran, Sergeant Try Hard, whose first mission
is to lead his troops in a battle against an army
of 1500 Viet Cong soldiers to the bitter end. Al
is of course flattered by the promotion, but in
this case, he finds the role as project leader
ethically troublesome. Therefore, he approaches
his superiors, revealing his moral feelings about
this assignment and asks for a reassignment. His
superiors, however, tell him that there is no
evidence at all for any harmful effects of
violent video games, and leave him with two
choices. Either he must accept his assignment as
a project leader or step back and continue as
game developer for this new title. Of course he
can also choose to leave the company. What should
Al do?
17Bills Decision
Because of some recent schoolboy shootings, with
absolutely horrifying and devastating
consequences, the Government has requested a
thorough investigation regarding the effects of
exposure to violent video games on children and
adolescents. The young shooters had been playing
highly violent first person shooter games
obsessively, prior to the massacres, according to
the police reports. The aim of this investigation
is to better understand the reasons behind youth
violence and take preventive actions. In the
investigation, input has been gathered from
psychology researchers, school leaders, parents,
and game industry leaders. The investigation
concluded that exposure to media violence,
including violent video games, increases
aggressive behavior in children and adolescents
and that it was far too easy for children to buy
and play mature rated games. The game industry,
however, referred to the free speech legislation
(for example the First Amendment in the U. S.
Constitution) claiming their right to produce
whatever games they want. They want free hands,
in the same way as the TV, film, and music
industry. Bill, the leader of the nation, wants
some help to discuss ethical aspects of the
issue. In particular, he wants guidelines on the
following actions (1) Legislate against too
much violence in video games. Future games have
to pass strict censorship. (2)Establish an
independent organization which rates all games
according to a government-sanctified game rating
system. Make sure the ratings are enforced at the
retail level by criminalizing sales to minors.
Also, offer all employees in game companies to
attend courses in ethics to make them think more
about their values and actions, and the
consequences thereof. (3) The freedom of speech
has to be protected. Its one of the most
fundamental rights on which our society is based.
Its the parents responsibility to make sure
that their children are safe. Thus, no further
actions are required. (4) The right to free
speech has to be protected, but means must be
provided to educate and inform school leaders,
teachers, care takers, parents, and children
about the dangers of media violence.
18Marys Son
Single parent Mary lives with her son Pete (named
after a famous rock star) who is 16 years old.
For several years he has been deeply engaged in
computers, the Internet and video games.
Recently, however, he has started to isolate
himself from his friends and family. Mary
suspects it might have something to do with his
addiction to computers, but she thinks its
probably a natural part of his development as an
adolescent. Two days ago, however, one of his
teachers called Mary to discuss Petes behaviour
in school and his school work. His performance in
school is not how it used to be, and furthermore,
it turns out that Pete hasnt attended the
obligatory school activities for several days.
This might have something to do with a fight he
had with his math teacher last week. After the
phone call, Mary went into Petes room at looked
through the items in a box under his computer
desk and found several game titles which chocked
her. The covers depictured highly detailed
aggravated assaults and killings. Some of them
were rated Mature (not for ages under 17) and
Adults only (not for ages under 18). After
confronting her son with these games, he became
furious and he questioned her rights to go
through his belongings. He left the house,
slamming the door after himself, without telling
where he was going. What shall Mary do?