Sex,
Lies and Videogames
By: Lawrence G. Walters
Weston, Garrou, DeWitt &
Walters
www.GameCensorship.com
© Lawrence G. Walters, Esq. (2006).
All rights reserved.
Introduction
It has been said, “Censorship is the bastard child of technology.”
Technological advances in video gaming software have created a
rapid evolution from 1970’s arcade game technology to today’s
role playing games, featuring an almost life-like level of realism,
which mirrors the natural world in all of its graphic violence
and sexual activity. In tandem with electronic gaming’s rapid
evolution and realism has been a meteoric rise in popularity and
revenues which now rivals that of the motion picture industry. This tremendous growth and change
has also spurred protest from family values groups. The fact
that violence, sex, and videogames seem to play well in the media
has brought out a fair number of lawmakers, eager to prove their
“family values” mettle by answering the call that something be
done at the legislative level to control access by minors to this
increasingly violent and sexually-explicit game content.
This article will explore the current efforts to control dissemination
of graphic videogames at both the state and federal levels, and
will discuss how such efforts have fared in the courts. This
study will then give the reader an evaluation of the industry’s
future, and some suggestions as to how parental concerns can be
balanced with the rights of game developers.
The
Reality of Virtual Reality
Videogames have evolved from the primordial “Pong”
to modern virtual reality in a relatively short time. As the
little green aliens on the screen began to take on more lifelike
characteristics, games started to deal with increasingly adult
themes. Videogame developers were no longer hindered by the perception
that “videogames are for kids,” and they began to embrace the
“darker” side of human activity. Today’s games fascinate, terrify,
repulse, and sexually arouse users with such intensity that some
claim that it threatens the ability of users to separate fantasy
from reality.
Online role playing games such as Second Life®™
allow users to create a virtual alter ego, and engage in the entirety
of human activity, from land acquisition to dating – from sex
to serial killing. It is only a matter of time before game developers
will begin exploring deeply taboo subjects, such as pedophilia,
incest, or rape. This potential has the videogame industry stepping
back to ask itself whether any content boundaries exist, or if
free expression rights should allow for examination of all these
topics. At a recent sex and videogames conference, developers,
attorneys, and sex therapists queried whether some degree of voluntary
industry regulation would be appropriate in order to ward off
government censorship.
Opinions vary widely on this issue, and consensus appears to
be elusive. The certainty is that videogames are destined to
reflect elements of the human condition never contemplated by
the developers of the innocuous Pong, and some backlash is likely
to result.
Previous
Legislative Attempts
Already, six states have passed bills that restrict the sale of
violent or sexually-explicit videogames.
Similar bills are pending in several others. Fortunately for the videogame industry,
the courts have thus far been uniformly protective of the game
developers free expression rights, and have struck down these
laws on First Amendment grounds. Importantly, the courts have
unanimously held that videogames constitute protected “speech”
under the Constitution, particularly given the extensive themes
and artistic/literary content included in modern games.
State
lawmakers have struggled to define what constitutes a “violent”
videogame, and how such determinations should be made. Some have
focused on specific acts of violence towards police officers,
while others have attempted to use a modified “obscenity” test;
focusing on whether the game has serious literary, artistic, political,
or scientific value with respect to what is appropriate for minors.
However, First Amendment jurisprudence dictates that the government
may only regulate the sale and distribution of erotic, as opposed
to violent, media. Only when an expressive work crosses a certain
line of eroticism will the courts approve restrictions on otherwise
protected speech.
This counterintuitive dichotomy has served to frustrate many legislators,
and their attempts to restrict the sale of violent videogames
exclusively to adults have met with crushing defeats in the courts. It is unlikely, however, that this
string of legal victories will continue unbroken. At some point,
lawmakers will find the “sweet spot” of regulation, and pass a
law that will be upheld.
Case
Law
The first case to recognize the constitutional protections afforded
to videogame content was Interactive Digital Software Association
v. St. Louis County.
The case was initiated as a challenge to St. Louis County’s ordinance
restricting the sale of violent videogames to minors. After
denying the industry’s motion for summary judgment, the District
Court dismissed the complaint and upheld the Ordinance’s constitutionality.
The Eighth Circuit Court of Appeals reversed, on the grounds that
the Ordinance violated the First Amendment. The
Appellate Court focused on the fact that the county attempted
to restrict access to violent videogames based specifically on
their content, along with the alleged harms potentially befalling
those who play them.
Where
laws seek to regulate speech based on content, the courts are
bound to analyze the laws under a very stringent method of legal
review known as “strict scrutiny.” Under this test, the government
bears the heavy burden of demonstrating that the law is justified
by a “compelling governmental interest,” and that the least restrictive
means have been used to achieve the interest. The
strict scrutiny test has been the downfall of numerous videogame
laws, given the inability of the state governments to demonstrate
any actual “harm” resulting from violent videogame play, as would
be necessary to satisfy the state’s initial burden. In case after
case, the state or local government seeking to justify the videogame
restriction failed to come forth with any convincing evidence
demonstrating that playing videogames causes any discernible harm
to either children or adults.
In the next legal challenge, Video Software Dealers Assn. v.
Maleng,
the plaintiffs, including an industry trade association, challenged
the State of Washington’s ban on selling violent videogames to
minors. The Washington statute prohibited
only violence against a “public law enforcement officer.”
In attempting to justify the law, the State attempted to argue
that the violent content regulated by the law fell into the category
of “obscenity” and was “harmful to minors,” under existing legal
standards. However, the court rejected the invitation from the
state to expand the definition of “obscenity” or “harmful materials”
to include violence.
In addition to faulting the government for failing to establish
a sufficient governmental interest in regulating violence, the
court invalidated the law based on the fact that it was unconstitutionally
vague, in that it failed to precisely identify the range of videogames
the State sought to regulate.
Later challenges met with a similar fate: The State of California
passed Cal. Civil Code § 1746, restricting the sale of
violent videogames, and requiring that the games carry a particular
label identifying them as such. The content regulated under the
Act involved any depictions of “killing, maiming, or assaulting
of any image of a human being.”
The District Court threw out the law, holding that while the Statute
was not unconstitutionally vague, it likely violated the First
Amendment due to the government’s failure to establish a compelling
state interest in protecting minors from violent videogame content.
Illinois jumped into the fray, passing a statute prohibiting the
sale of violent and sexually-oriented videogames to minors, requiring
forced labeling, prohibiting self-checkout procedures, and requiring
warning signs near points of sale. In ruling on the Entertainment
Software Association’s Motion for Preliminary Injunction against
the law, the court noted that the State did not submit sufficient
proof that violent videogames incited lawless action, aggressive
behavior, or “brain damage” (as alleged by the State). The court ruled that the State’s
ability to regulate violence is limited to media inciting imminent
lawless action. However, the State’s mere desire
to censor violent videogame content was insufficient to support
a legitimate governmental interest, as required to support the
legislation. A similar ruling resulted from the
First Amendment challenge to Michigan’s violent videogame legislation,
which was enjoined in November 2005, on First Amendment grounds.
As a result of these legal (and other) challenges, it is now well-established
that modern videogames are entitled to full First Amendment protection.
This is significant since regulations impacting speech based on
its content are presumed to be unconstitutional, and governed
by a completely different set of legal rules and principles than
legislation impacting just about any other topic. Consistently,
state and local governments have faltered when attempting to establish
a causal link between videogame violence and real world aggression
– particularly in children. The anecdotal observations by sociologists
and psychologists in this regard have thus far been insufficient
to justify a ban on the sale of expressive materials, even to
children.
What
does the future hold?
The losses in court have not dissuaded censorship advocates from
encouraging lawmakers to keep trying to pass these laws. For
example, state lawmakers worked with one well-known anti-gaming
figure to develop a Bill prohibiting the sale of violent videogames
to minors in Louisiana, which cleared the state’s legislature
in June, 2006. However, a federal court quickly intervened and
entered a Temporary Restraining Order barring its enforcement. Similar efforts continue in Florida,
Utah, Maryland, Virginia, and Oklahoma. Nonetheless, any attempt
to equate violence with explicit sexuality will likely be rejected
by the courts, given the clear distinction recognized by established
judicial precedent.
A. Sexually Oriented Regulations
Undoubtedly, lawmakers will learn from their failed efforts in
the courts, and attempt to tweak both their legislative and judicial
strategies. One strategy may be to focus only on sexually-oriented
video game content. Efforts to restrict erotic videogames may
receive a much warmer reception in the courts given the historical
precedent referenced above. However, the continued viability
of these arguments is not a sure thing. In 2004, the United States
Supreme Court rendered its decision in Lawrence v. Texas wherein
the Court invalidated the nation’s anti-sodomy laws. The rationale
used by the Court for its decision is important, and may lay the
groundwork for a change in the approach to legislation based on
enforcement of a “moral code.” The majority of Justices in that
case found that the government’s interest in enforcing morality
can no longer justify legislation affecting fundamental freedoms. In
fact, this revolutionary decision caused Justice Scalia to lament
the potential demise of all laws premised on morality, such as
those prohibiting prostitution, bigamy, bestiality, and importantly:
obscenity. Although
one district court picked up on this concern, and struck down
the federal obscenity statute based largely on Lawrence v.
Texas, that decision was later reversed
by the Third Circuit Court of Appeal. The full impact of the Lawrence
v. Texas case is not yet known, however, the winds of constitutional
change may be blowing in favor of erotic expression.
B. Violence Regulations
Some change could be in the works regarding how violent content
is addressed by the courts as well, but that change may be detrimental
to the videogame industry. As mentioned above, in striking down
previous regulatory attempts to date, courts have largely relied
upon the lack of evidence of “harm” allegedly caused by videogame
violence. However, family values groups are focused on generating
scientific evidence to justify restrictions on violent videogames,
particularly with regard to consumption by minors. These groups
realize that the courts will not “rubber stamp” legislative attempts
to restrict access to videogames just because some county council
or state legislature thinks it’s a good idea. Moreover, the government
will be unable to meet its censorship burden by simply calling
some hack psychologist or scientist to the stand to testify as
to anecdotal incidents of violent behavior by teens after playing
certain videogames. The censors have learned that “real” evidence
is required, if the courts are to begin taking their arguments
seriously. The industry can therefore expect to see mounting
evidence in the form of studies suggesting a link between real
world violence, and exposure to violent videogames. The initial
studies are starting to come out. To the extent that these studies
are not discredited – either by challenging their conclusions
or their methodology – the government may begin achieving more
success in the courts, when seeking to justify violent videogame
legislation.
C. A Call to Arms
This should be a call to arms for the videogame industry. A substantial
knowledge bank must be generated by the industry’s trade groups
and leaders, on the issue of whether videogames impact the real
world behavior or attitudes of players. Moreover, the opposition’s
studies and testimony must be critically evaluated and publicly
discredited, where appropriate. Widespread dissemination of this
industry-sponsored information should occur, to help educate the
public.
D. The Court of Public Opinion
Of course, the battles in the courts are only part of the equation,
and will never ultimately resolve the issues. This battle between
censors and proponents of free expression must be waged and won
in the court of public opinion as well. Only when the impetus
for passing videogame restrictions dries up, will the legislative
and legal battles cease. While certain conservative factions
will mount objections to violent or sexually oriented videogame
entertainment forever, the majority of lawmakers’ constituencies
can be educated as to the fallacy of the censors’ arguments.
Current evidence utterly fails to establish causation between
real world violence and videogame consumption. While proponents
of regulation will point to occasional cases of violent outbursts
sometime after an individual played a violent videogame, the fact
that the media consumption occurred before the violence
does not mean that the violence occurred because of the
media intake. It would be just as reasonable to assume that playing
a game of basketball causes violent behavior, if the individual
played basketball before the violent outburst occurred. The public
will respond favorably to truthful information about videogame
consumption.
E. Working with Parents
In order to protect its own interests, the videogame industry
must learn to work with parents who desire to shield their children
from violent or sexually-explicit videogames. While the ultimate
responsibility falls on the parent, a climate of cooperation must
be fostered by the industry to facilitate implementation of each
parent’s decision on behalf of their children. Insufficient and/or
misleading game ratings, hidden content, media intake, and questionable
marketing activities directed toward children will only lead to
an adversarial relationship between videogame distributors and
the nation’s parents. This will, in turn, lead to more legislative
attempts to ban violent and/or sexually-oriented content, forcing
an endless round of legislation and litigation. To break this
cycle, the videogame industry must collectively ask itself how
it can empower parents with sufficient information about videogame
content to allow informed purchasing decisions at the point of
sale – whether that is a retail location, or via Internet download.
It must also re-double its efforts to avoid inappropriate marketing
of mature-rated games to children, or through venues populated
by minors.
While game-makers view publication of videogames as a right, the
government sees it as a privilege – a privilege that the government
will be all too happy to take away for political gain. While
the courts afford a last line of defense, the videogame industry
should heed parents’ calls to review marketing practices, effectively
label content, and voluntarily regulate point of sale activity
before the government finds a way to take control.
Conclusion
As videogames become ubiquitous in American homes, and as the
generation that grew up on modern videogames becomes parents themselves,
attitudes will change and conservative hysteria will hopefully
be relegated to amusing background noise. However, the videogame
industry must become active in protecting its own collective interests
to mitigate any damage that could occur before attitudes calcify.
Media outreach, governmental relations, symposiums, and other
visible efforts to educate the public are critical at this unique
juncture in the videogame industry’s development. This will drive
a wedge between reasonable parents and hysterical censors. If
the videogame industry speaks for parents along with children,
and is perceived as their ally, the elements of censorship will
be left with no support.
Lawrence
G. Walters, Esq., is a partner in the national law firm of Weston
Garrou, DeWitt & Walters, www.FirstAmendment.com. He has been
practicing for over 18 years, and represents clients involved
in all aspects involved in the video gaming industry. He recently
launched www.GameCensorship.com to serve as a
clearinghouse for information relating to videogame censorship
efforts. Nothing contained in this article constitutes legal
advice. Please consult with your personal attorney regarding
specific legal matters. Mr. Walters can be reached at Larry@LawrenceWalters.com, or via
AOL Screen Name: “Webattorney.”
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