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COVER STORY:
The Values in Video Games
May 30, 2003    Episode no. 639
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BOB ABERNETHY, anchor: Now, a special report on video games -- in particular, violent games that are marketed to children.

Children's advocacy groups have questioned the impact these games may have on moral values. Does the brutality in many of them encourage violence in real life -- or, at least, make young people insensitive to it?

Kim Lawton presents the pros and cons of video games. And, we caution you, some of the violence is included.

KIM LAWTON: It's a typical Sunday afternoon in Silver Spring, Maryland. 14-year-olds Terence McPherson and Tim Nicklas are locked in a bloody battle to the death. They call themselves "marathon gamers." During the week, they are restricted in their video game playing because of school work. But on the weekends, they play as much as they can -- sometimes for more than 10 hours.

A photo of Terence McPhersonTERENCE MCPHERSON: It's a way of leaving your life behind, getting into a new world, doing things your way. Today in society, being kids, we have to follow a lot of strict lines, but when you have a video game, everything is with you. You can do whatever you want to, and it's just escaping reality.

LAWTON: Last year, Americans spent more than $10 billion dollars on video games --that's more than they spent going to the movies. The technology is interactive and fun. Instead of being mere spectators, as is the case with TV and the movies, gamers are part of the action. There's something for virtually every taste -- but the top-selling games in America are full of explicit sex and violence, leading many to ask, just what kind of values are in video games?

Some argue even the most violent game could have some moral benefit.

Professor HENRY JENKINS (Massachusetts Institute of Technology): What it potentially does is introduce a notion of choice and consequences. And I think this is a very moral and ethical question.

LAWTON: But others are deeply concerned.

A photo of Daphne WhiteDAPHNE WHITE (The Lion and Lamb Project): There are very few video games that teach anything constructive or productive or any value a parent would approve of.

LAWTON: Daphne White is perhaps the nation's leading crusader against violent entertainment. She heads a grassroots watchdog group called "The Lion and Lamb Project," and is a frequent speaker at church classes, parents' groups, and congressional hearings. She believes gamers are becoming desensitized to violence.

Ms. WHITE: The messages for most of these games, especially the ones young boys are playing, are: violence is fun; violence is entertaining; no one really gets hurt, and if they get hurt, it's funny, or it doesn't hurt them. When you spend hours playing these games, you are getting those kinds of ideas in your head, as opposed to ideas of empathy, compassion, values of helping people, or doing anything socially constructive.

LAWTON: White is particularly critical of the "Grand Theft Auto" series, last year's top two best-selling games, where gamers can go on a carjacking crime spree.

A photo of Terence and Tim playingMs. WHITE: It's total anarchy. Not only do you grab someone's car, but you can run them over, you could beat them up, you can shoot them -- in addition to stealing their car. You can hijack police cars, you can get prostitutes, you can kill prostitutes. Again, most parents would be shocked.

LAWTON: Parents might also be shocked at how many of their teens have played it.

(to Terence): Have you played "Grand Theft Auto"?

TERENCE: I played it a couple of times, and I've been told not to play anymore, so I don't. When I was paying it, I thought, "Wow, this is way too much for me to handle." You could just run around the streets in a car, get out and do drive-bys. You could go to prostitutes and use their "services" and then kill them. I thought it was way too much. I didn't even think it helped the story at all.

LAWTON: Studies about the impact of video games on actual behavior are inconclusive.

Some recent studies of college students have suggested a link between violent actions and games. Child Psychiatrist Susan Valenti:

Dr. SUSAN VALENTI (John's Hopkins School of Medicine, at hearing): Violent video game play was a predictor of delinquency compared to all other factors. There was a positive correlation between violent video games and aggressive personalities.

LAWTON: Professor Henry Jenkins teaches media studies at Massachusetts Institute of Technology.

Prof. JENKINS: I don't believe kids are brainwashed by the medium that they consume. I don't believe that the media in and of itself will turn a kid into a psycho-killer. I believe that media is most powerful in our lives when it reinforces our existing values and least powerful when it contradicts them.

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LAWTON: Jenkins is helping to develop a video game to teach kids about electromagnetism. In violent video games, that reality can be disturbing, but Jenkins says, it can also help develop complex moral reasoning.

A photo of Prof. JenkinsProf. JENKINS: For students, like me, sitting in the science classroom watching some professor scrawl on the blackboard equations, my eyes glass over really quick. But with this game, you navigate through an electromagnetic world. As a result, you have a direct experience of space and electromagnetism. It becomes real.

Prof. JENKINS: Games are the only medium where you could feel guilt. If I watch a movie and the character on the screen does something that is morally reprehensible, I could just distance myself and say, "God, what a terrible character." When I am playing a game and I'm controlling what is happening to these characters and I choose to do something that is really nasty, then at some point, the game ought to have the ability to force me to reflect on that choice.

LAWTON: Tim and Terence say they do think about what they are doing.

A photo of Tim NicklasTIM: Sometimes it kind of makes you feel kind of, well, weird. After all, you are kind of punching someone's head in. And I do notice that I am doing that stuff and that I am beating people up. But some games require you to do that.

TERENCE: When I'm playing a video game, I might feel a little dirty: "Ha-ha, I just killed you sucker." But when I get out in real life, I would never think of doing those things. I know the difference between fantasy and reality.

LAWTON: A few games do deal directly with consequences. In "Black and White," for example, the player is the god who sets up the moral equilibrium of the universe.

Jenkins says many violent games, including "Grand Theft Auto," need to go farther in exploring choice and consequence. But he believes they may still offer some social good.

Prof. JENKINS: I am not saying "Grand Theft Auto Three" is good for young kids. But what I am saying is some kinds of violent play allow kids to play with fantasies of power and to rebuild self-esteem that is being destroyed by real verbal and physical violence at our schools. I think it may be healthy within limits. The challenge is how to set those limits, and that requires informed parents.

LAWTON: Many parents say it's hard to stay on top of the video gaming world. Pauline McPherson is Terence's mom.

A photo of Pauline McPhersonPAULINE MCPHERSON: I have concerns because he is in his room playing these video games and I would go into his room from time to time and look and see what he is doing and question him as to the characters. You try to bring them up the best you can and hope they use good judgment.

LAWTON: The video game industry has come up with a rating system to help determine what games are appropriate for what ages. "E" is for everyone. T-rated games have violence, profanity, or some nudity and are only recommended for those 13 and older. "M" or mature-rated games are even more explicit and only recommended for ages 17 and up. Critics say the ratings are subjective, and largely ineffective.

Ms. WHITE: They have the same description on an E-game, a T-game, and on an M-game. It will have "violence" on the bottom. How is a parent supposed to know what "violence" means?

LAWTON: And it's easy for kids to get games without their parents' knowledge. A recent Federal Trade Commission survey found that 78 percent of children ages 13 to 16 were able to buy M-rated games even though they were unaccompanied by an adult.

A photo of Congressional hearingCalifornia Congressman Joe Baca has introduced legislation to make it a federal crime to sell sexually-explicit and violent games to minors.

Congressman JOE BACA (D-CA): We do have laws already in place that deal with alcohol, tobacco, and pornography, but yet, when it comes to video games, there is no legislation or enforcement at all.

LAWTON: The video industry opposes the bill on First Amendment grounds, saying any restrictions violate free speech and amount to a censoring of artistic expression. The debate isn't likely to be resolved anytime soon. Sales of video games are expected to rise at least 25 percent over the next year.

I'm Kim Lawton in Silver Spring, Maryland.

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