Module Teaching Notes
Like the module on the NFL teams, this is one that can sometimes get “reluctant–to–comment” students to
speak up. I like to begin the presentation of these ideas with the question:
What video games do you play? I look for hands that rarely go up and call on those students first. After
fielding several comments, I’ll go back to the students who named games that I know to be, or suspect to
be, the most violent.
I’ll then ask, is this a game you would have enjoyed at age 11? Would you have been allowed to play at
age 11?
Another question you can ask, if you haven’t spent more time than you’d like to already, is, “What is the
most violent game you did play at age 11? Did it do you any harm? Would you let your own child play that
game at age 11?”
Studies seem to be somewhat contradictory, but it also seems to me that there is a growing consensus that
too much time spent playing violent games, especially by younger players, increases the odds of bad real
world behavior.
Some states have taken a stab at regulation. California imposes a hefty fine on sellers who allow “M” rated
games to fall into the hands of minors.
This law is under legal challenge at the time of this writing. The Supremes have granted cert., and the case
will likely have been decided by the time you are teaching your course. Google Schwarzenegger v. Video
Software Dealers Association for an update.
Regardless of how the Schwarzenegger (whew! I’m glad I don’t have to type that often) case comes out,
legal restrictions can be difficult to craft. Game makers and sellers have legal protections in the first
amendment and other places that can make court challenges viable.
It may be that industry rules that game makers and sellers voluntarily comply with, and increased parental
vigilance, and the best safeguards available. Or, it may be that the courts become more accepting of legal
restrictions.