First off, if you hadn’t heard, there is some game source code in Grand Theft Auto: San Andreas (for both the PC and PS2) that if unlocked allows you to see the main character having sex with a naked girl. Mind you though that it requires modifying the game code in order to be able to view it. Rockstar Games, the makers of the GTA series, removed the scenes from the game (but not the code for them) before the game was released and if you play the game as it came right outta the box, you’ll never see the contriversal scenes. Here’s a video though of one of the scenes if you’re interested in what they’re like, (it’s not work safe of course).
Because of this, the ESRB changed the game’s rating from Mature, (“suitable for persons ages 17 and older“), to Adults Only, (“persons 18 years and older“). As a result of this ratings change, Wal-Mart, Target, Best Buy, and Circuit City have all pulled the game from their shelves.
Before I get into how much bullshit it is changing the rating of a game due to content that can only be accessed by modifying game content, let me point out how rediculous the rating change is (from ages 17+ to 18+). Well, actually, even better, let me link to a hiliarious article by Maddox.
More recently, Senator Hillary Clinton asked the Federal Trade Commision (FTC) to investigate Rockstar Games saying that they had “gamed the ratings system” by concealing the sex scenes and she called for a $90-million study on the effects of video games on children.
Now to the real point of my blog post — in today’s Los Angeles Times, an excellent commentary appeared on the whole subject that is really worth the read if you have a minute or two.
I’ve also mirrored the article here if the above link becomes no longer available:
Hillary vs. the Xbox: Game over
Senator, would your probe of video games also take a look at the substantial benefits they can provide?
Dear Sen. Clinton:
I’m writing to commend you for calling for a $90-million study on the effects of video games on children, and in particular the courageous stand you have taken in recent weeks against the notorious “Grand Theft Auto” series.
I’d like to draw your attention to another game whose nonstop violence and hostility has captured the attention of millions of kids ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â a game that instills aggressive thoughts in the minds of its players, some of whom have gone on to commit real-world acts of violence and sexual assault after playing.
I’m talking, of course, about high school football.
I know a congressional investigation into football won’t play so well with those crucial swing voters, but it makes about as much sense as an investigation into the pressing issue that is Xbox and PlayStation 2.
Your current concern is over explicit sex in “Grand Theft Auto: San Andreas.” Yet there’s not much to investigate, is there? It should get rated appropriately, and that’s that. But there’s more to your proposed study: You want to examine how video games shape children’s values and cognitive development.
Kids have always played games. A hundred years ago they were playing stickball and kick the can; now they’re playing “World of Warcraft,” “Halo 2” and “Madden 2005.” And parents have to drag their kids away from the games to get them to do their algebra homework, but parents have been dragging kids away from whatever the kids were into since the dawn of civilization.
So any sensible investigation into video games must ask the “compared to what” question. If the alternative to playing “Halo 2” is reading “The Portrait of a Lady,” then of course “The Portrait of a Lady” is better for you. But it’s not as though kids have been reading Henry James for 100 years and then suddenly dropped him for Pokemon.
Another key question: Of all the games that kids play, which ones require the most mental exertion? Parents can play this at home: Try a few rounds of Monopoly or Go Fish with your kids, and see who wins. I suspect most families will find that it’s a relatively even match. Then sit down and try to play “Halo 2” with the kids. You’ll be lucky if you survive 10 minutes.
The great secret of today’s video games that has been lost in the moral panic over “Grand Theft Auto” is how difficult the games have become. That difficulty is not merely a question of hand-eye coordination; most of today’s games force kids to learn complex rule systems, master challenging new interfaces, follow dozens of shifting variables in real time and prioritize between multiple objectives.
In short, precisely the sorts of skills that they’re going to need in the digital workplace of tomorrow.
Consider this one fascinating trend among teenagers: They’re spending less time watching professional sports and more time simulating those sports on Xbox or PlayStation. Now, which activity challenges the mind more ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â sitting around rooting for the Packers, or managing an entire football franchise through a season of “Madden 2005”: calling plays, setting lineups, trading players and negotiating contracts? Which challenges the mind more ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â zoning out to the lives of fictional characters on a televised soap opera, or actively managing the lives of dozens of virtual characters in a game such as “The Sims”?
On to the issue of aggression, and what causes it in kids, especially teenage boys. Congress should be interested in the facts: The last 10 years have seen the release of many popular violent games, including “Quake” and “Grand Theft Auto”; that period has also seen the most dramatic drop in violent crime in recent memory. According to Duke University’s Child Well-Being Index, today’s kids are less violent than kids have been at any time since the study began in 1975. Perhaps, Sen. Clinton, your investigation should explore the theory that violent games function as a safety valve, letting children explore their natural aggression without acting it out in the real world.
Many juvenile crimes ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â such as the carjacking that is so central to “Grand Theft Auto” ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â are conventionally described as “thrill-seeking” crimes. Isn’t it possible that kids no longer need real-world environments to get those thrills, now that the games simulate them so vividly? The national carjacking rate has dropped substantially since “Grand Theft Auto” came out. Isn’t it conceivable that the would-be carjackers are now getting their thrills on the screen instead of the street?
Crime statistics are not the only sign that today’s gaming generation is doing much better than the generation raised during the last cultural panic ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Â over rock ‘n’ roll. Math SAT scores have never been higher; verbal scores have been climbing steadily for the last five years; nearly every indicator in the Department of Education study known as the Nation’s Report Card is higher now than when the study was implemented in 1971.
By almost every measure, the kids are all right.
Of course, I admit that there’s one charge against video games that is a slam dunk. Kids don’t get physical exercise when they play a video game, and indeed the rise in obesity among younger people is a serious issue. But, of course, you don’t get exercise from doing homework either.
By Steven Johnson, Steven Johnson’s “Everything Bad Is Good For You: How Today’s Popular Culture Is Actually Making Us Smarter” was published by Riverhead Books in May.
Copyright 2005 Los Angeles Times
So, what do you all think about this subject of changing ratings due to modification of game code or having a governmental inquiring into things like this? Feel free to comment below.
Oh, and thanks to Cruzz563 for pointing the above article out to me. 🙂