Book Burnings are Back in Fashion
The tragic mass shooting at Sandy Hook Elementary in Newton, Connecticut has lead to a new round of moral panic leading to individuals to once again point their fingers at entertainment as the cause. News “experts”, politicians and people living in the affected area have all put their spin on the cause, primarily targeting video games as the main culprit.
As reminiscent to the 1950s Senate hearings, the PMRC attack on music in the 80s, and video games previously in the 90s, we’re looking at a new round of blame in hopes of not finding the cause, but bringing about some closure and reason, no matter how incorrect that reason is.
An organization in the nearby town of Southington is doing their version of a “book burning” offering to buy back video games, DVDs and CDs deemed to be “violent.” After the collection on January 12, the media will be “snapped, tossed into a town dumpster and likely later incinerated.” Their goal is to start a conversation between parents and children about virtual violence and the burning is “just a possible outcome.”
Senator Rockefeller has stated he wants a study by the National Academy of Sciences on the affects of violent video games on individuals. The Senator ignores the fact that a study has already taken place and it, like so many other studies, concluded that there is no link. That particular study was performed by the Office of Juvenile Justice and Delinquency Prevention, U.S. Department of Justice to the Center for Mental Health and Media to the cost of $1.5 million.
But the fact is reality and the “facts” don’t add up linking real world violence and media. In fact, looking at statistics the exact opposite is clear. When thinking through this topic and the cause of such violence keep these facts in mind:
- Most gamers are adults, with the average player age being 30 years old and average purchaser being 35 years old.
- In fact, the largest segment of gamers falls in the politically coveted, and increasingly vocal, 18-45 age bracket, most of who grew up playing video games.
- The video game industry already does a great job of self regulation through the Entertainment Software Rating Board (ESRB) and has been recognized as having the best enforcement for entertainment by the Federal Trade Commission.
- If children are playing ‘M’ (for mature) rated games, they’re getting them from their parents who are present during purchasing or renting 90 percent of the time.
While video game sales have increased according to the FBI’s own statistics violent crime has been steadily decreasing.
- In 2011 violent crimes nationwide decreased 3.8% from 2010 and since 2002, it’s decreased 15.5%.
- Halo was released in 2001, Call of Duty 2003, Grand Theft Auto in 1997 ( GTA III in 2001).
- Video game sales has more than doubled since 2000.
So, sales have increased, violence has decreased, parents are involved when kids purchase or rent games and the average player’s age is 30. Time to stop blaming video games, and have a real discussion without a bad guy already picked out.
Discover more from Graphic Policy
Subscribe to get the latest posts sent to your email.
