Introduction
(Sex & Video
Games Conference)
Thank you for the opportunity to address this
unique gathering, and first of its kind conference. My name is
Lawrence Walters, and I am a partner in the law firm of Weston,
Garrou, DeWitt & Walters. The focus of my practice is on
censorship and First Amendment law involving a wide variety of
media. Our firm has been in existence for over 40 years, and has
handled cases in virtually all United States jurisdictions, including
7 at the United States Supreme Court – all dealing with censorship
of erotic materials. So we have a pretty good handle on the state
of the law relating to sex in the media.
My particular focus is on new media content,
such as the Internet, blogosphere, and live gaming spaces. I’ve
defended a number of obscenity prosecutions involving digital
content, and look forward to speaking to you on these interesting
issues.
MORALS
& ETHICS & SEX & GAMES SPEECH
(Sex & Video Games
Conference)
Let me start out by saying that we do not act
as censors for our clients. We believe that all expression is
presumptively protected by the First Amendment and that adults
have the right to create sexual or violent media, and adults have
the right to consume and be entertained by that media. So long
as we’re not discussing plainly illegal content, like child pornography
or snuff films, which records an actual, staged crime, I believe
that the government has no business in censoring expressive media.
I give you that disclaimer because some of
my comments may sound like I am suggesting that some forms of
censorship are okay, or should be tolerated, but that is far from
my belief. But what is happening in the video game industry right
now, is something that traditional adult entertainment companies
have been wrestling with for decades. My partners, John Weston,
Clyde DeWitt, and Randy Garrou, all of whom are here, can regale
you with tales of woe from the 1970’s and 80’s, going back to
the days of the Nixon Administration and the Meese Report, where
the government used the same old hackneyed arguments about “protecting
children” and “preventing rape” that it uses today, to try to
censor controversial or unpopular speech. So I want to give you
some of the benefit of our collective experience in dealing with
these recurring issues. Hopefully, the video game industry can
get a jump on its opponents by learning from some of the hard
lessons taught to the adult magazine industry, the video tape
industry, and most recently, the adult Internet community.
A good place to start in this discussion is
by recognizing that video games are considered to be protected
speech. There was some question about that in the early litigation,
but the courts have uniformly determined that given the expansive
plots, themes, graphic art, and dialogue that are part of all
modern-day video games, they will undoubtedly qualify for protection
as “speech” under the First Amendment. I suppose somebody could
design a video game that is so devoid of literary content, and
that simply involves placing Vibrator “A” into Slot “B” over and
over again that a court would say, “this is not protected speech,”
but by and large, video games will qualify for free speech protection.
This means that the government has to meet a high burden when
it seeks to regulate any form of expressive materials. In other
words, it is much easier for the government to regulate the sale
of gasoline or insurance, as opposed to protected media like video
games or websites. So that generally means that the government
must have some sort of legitimate or compelling interest that
it is seeking to protect by this regulation. Now, what is the
interest that the government will always use as the basis to restrict
or snuff out sexually-oriented speech it doesn’t like? CHILDREN!
You got it. “Protect the Kids” is the mantra we hear over and
over again by the family values groups and legislators claiming
that they know better than the rest of us what kind of entertainment
should be made available in the marketplace.
Protecting children from exposure to sexually-oriented
media has often worked in the courts as a legitimate or compelling
governmental interest for legislation. Most states have “harmful
materials” laws [as we’ve seen in the presentation] which prohibit
sexually explicit materials and being sold or distributed to minors.
The censors have not been so lucky with violence, however. Thus
far, no court has accepted the argument that violence in video
games, or any other media, justifies any kind of governmental
restriction on free expression. Thus, the expression “Violence,
OK – Sex , No Way.”
Now, not only must the State establish this
governmental interest, it must show that the legislation seeks
to address this interest with means that are the least restrictive.
In other words, if there is another way to accomplish the same
goal, that is less restrictive on speech, the government should
use that alternative instead. The difficulties imposed on the
government in meeting this burden have thus far saved the video
game industry from highly-restrictive legislation on the sale
or distribution of violent or sexually-oriented video games.
But the court of public opinion is a different
matter entirely: Politicians, legislators, and law enforcement
officers across the country are seeking to influence public opinion
against the video game industry for targeting children with inappropriately
violent or sexually-oriented content. A recent FTC study claimed
that 42% of 13-16 year olds, for example, are able to purchase
“M” rated games at local retail outlets. This is despite the
fact that most retailers claim that they will not sell “M” rated
games to minors. In addition, a Harvard University School of
Public Health study indicated that 81% of “M” rated video games
included content that was not noted on the game box content description,
including violence, blood, sexual themes, substantive profanity
or gambling. These statistics bode ill for the industry, and
it should take the issue seriously. The courts have, thus far,
protected the industry from a major assault, but the battle cannot
ultimately be won in the courts. The government can keep coming
back, over and over again, with new legislation and new theories.
So the ultimate battle must be won by educating the public, and
at the same time, convincing lawmakers that the industry is serious
about self-regulation.
So the video game industry, as I see it, is
at something of a crossroads, if it seeks to win the hearts and
minds of the public, and avoid overbearing governmental regulation.
While again, I do not advocate government censorship in any of
its devious forms, I do believe that it is important to take the
issue of voluntary regulation seriously, and look closely at whether
the industry is doing enough to educate parents as to the content
of video games, so they can make appropriate decisions for their
children, who will in time be old enough to decide for themselves.
It also needs to look at the issue of restricted sales more closely,
and see if current policies and efforts are working. According
to the FTC study, they’re not. Now while the validity of many
numbers and statistics can be debated ad nauseum, there
is a mounting concern out there. Parents want to be able to make
informed decisions for their children, based on each individual
family’s comfort level with erotic and violent material. In my
view, wholesale restrictions on the creation, distribution, or
sale of violent or erotic video games is not the answer. However,
making sure that parents are informed, and allowing parents to
make decisions for their children on media intake, is the answer.
As with any media, the government should stay out of this process.
Ideally, this should be done through voluntary industry regulation.
But be forewarned, if the industry doesn’t do it itself, the government
will be happy to step in and show them the “path to salvation.”
The government finds support for its censorship
efforts in the public because the public does not see the industry
doing enough in the way of voluntary regulation. If you can turn
that around, then the support for these blatantly unconstitutional
legislative efforts slips away. The industry has addressed the
problem, there is no need to continue the battle.
Now make no mistake, the industry has taken
laudable efforts to try to address some of these issues, like
the ESRB Content Rating, and other efforts. It also gets unfairly
blamed for matters outside of its control, such as with the recent
flap over the content that could be unlocked in Oblivion 4:
The Elder Scrolls – one of my favorite games, by the way,
allowing the user to play topless characters on the PC version,
but only if the user installs a third party modification. At
what point must video game publishers anticipate third party modifications
when advising ratings boards of the nature of content found within
the game? The Oblivion situation takes this obligation
to the extreme, but on the other hand, publishers should not soft
sell or deliberately misrepresent the nature of content – even
hidden content – found within the system’s own coding.
By taking on the appropriate degree of responsibility
for the content found in video games, publishers and distributors
can help educate parents and demonstrate to the general public
that they have no desire to overrule the parents’ decision making
rights for their children. To the extent that the industry can
be seen to be working in cooperation with parents, instead of
against them, the censors will find support for their legislative
efforts gutted and the potential political game, undermined.
As I mentioned, the adult magazine, film, and
website industries have faced these problems for years, with varying
degrees of success. Governmental relations and public education
campaigns are essential tools in warding off restrictive legislation.
The courts will be there as a safety net, and we’re pretty good
at stretching out that safety net when necessary, but the ultimate
battle needs to be won in the court of public opinion, through
voluntary industry regulation efforts.
Thank you for your opportunity to share some
thoughts. I’ll be available for questions during the remainder
of the session.
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