Violence and Sexuality In Video Games: Good or Bad?
by Geoffrey Maggay
Pick up a prostitute, take her to a shady spot, gain your health back with a little sexual foreplay, and then run her over to reclaim your money. That is the message that many people receive when they play games such as Grand Theft Auto III. Many agree that this style of game play is very much opposed to what video games started out as. Many critics will argue that today’s selection of video games have taken a long time to evolve to the point they are at now. Some argue, though, that this progression has veered towards a genre of games that are crammed full of desensitizing violence and overly revealing sexual scenes. Some view this progression as a threat to the youth of today and argue that video game dealers are wrong for creating games that could easily fall into the hands of young children. Many argue in opposition of this, however, and state that some video games use violence and sexual scenes to their advantage. In order to understand where and how the public views video games, whether this outlook is good or bad, critics agree that one must look back at the history of video games and compare them to what they have become.
Critics argue that video games have undergone a lot of changes from the days of Pac-Man and Pong to where they stand now. Today, some point out that the little yellow wedge that hooked many first-time gamers for life has evolved into games such as Street Racing Syndicate and Grand Theft Auto III where violence and sexuality have taken the center stage. Eugene Provenzo Jr., professor of education at the University of Miami and an expert on the impact of video games on children, comments that, “[Video games are] increasingly as much a part of children's lives as television. But like television, they should use these games in moderation--no more than two hours a day” (qtd. Sider 79). Many agree that this idea holds true in almost all cases and that children are simply spending too much time playing video games. Many also agree that in light of constant exposure to video games children are utilizing video game situations as examples of how to react toward events in their natural environment. Provenzo goes on further to argue how “video games represent immersive environments where children learn what to believe and often what values to hold. [They] are this generation's way of having stories told, stories about who we are as a people--women, men, children” (qtd. Sider 79). Many argue that not all games are detrimental to a child’s perceptive skills. Provenzo continues to explain how Sly Cooper and the Thievius Raccoonus, for example, is an excellent game that teaches kids how to solve problems in a more creative manner, even though it is based around thievery. He comments that this game attempts to develop a child’s analytical thinking skills in a fun and interesting manner. In spite of this claim, however, critics argue that there are a lot of games in stores nowadays that focus on killing and lewd sexual acts as a way of living and these are the games that parents need to become more aware of.
Many parents argue that a lot of video games today have taken on a very violent or sexual theme that is unsuitable for the younger adolescent genre. John Gaudiosi of Hollywood Reporter notes in his article “Video games showing their age” that three of the top ten console games of 2001 were M-rated (the 18 and older category of games) (Gaudiosi 16). Many supporters will agree that examples like these show how the video game market is shifting. Bill White, Vice President of marketing for SEGA, says that, “The adult [game] market wants something more than Pac Man. People need to know this industry is changing to accommodate its customer base” (qtd. McConville 74). Parents agree that this claim is further supported when developers release such video game titles as Leisure Suit Larry: Magna Cum Laude and Playboy: The Mansion where player interaction circulates around scantily clad women and scenes of sexual misconduct. Parents also note that video games such as Grand Theft Auto III display acts of gratuitous violence in a realistic metropolis setting. These games are focused towards a more mature audience of video gamers, but people like Mr. Provenzo cannot help but ask, “What is the life lesson? That it's perfectly okay to steal cars, shoot people, treat women badly, rob and then kill them” argues Provenzo (Sider 79). Critics will also argue that this constant exposure to violence and sex can desensitize an individual, no matter how old they are. Forensic clinical psychologist and Diplomate of the American Board of Psychological Specialties Dr. Monique Levermore comments that “instead of viewing violent acts with apprehension, they begin to feel a sense of excited anticipation. They become desensitized to a normal feeling of apprehension and fear, and instead are drawn to voyeuristically view violent acts. They become desensitized to the horror” (Levermore 38).
Many will also argue that although there are a lot of games out there that display gratuitous violence and overly detailed sexual acts, there are also some games that use these aspects as teaching devices. The article “Scoring Points: Upcoming video games include sex” featured in The America's Intelligence Wire states that:
The sexuality in "The Sims 2," a PC-only game that will be rated T for teenagers when it's released Aug. 31, doesn't get any hotter or heavier than kissing. Characters can have intercourse which may lead to pregnancy, just like real life but onscreen coitus resembles giggly horseplay and tickling, not nudity or penetration (Scoring Points: Upcoming video games include sex).
Many critics will agree that censoring out this act of sexuality in “The Sims 2” is not necessary because not only does it display these acts in a polite manner but it also uses these sexual acts to explain how children are created, not only in the game but also in real life. It is also necessary to note that violence can be used to recreate a sense of realism that is necessary for players to fully understand certain events in a game. Some stress that the violence in Medal of Honor: Frontline, a game that puts players through some of the bloodiest events experienced during Operation Overlord, is used to recreate what a lot of veteran soldiers experienced during World War II. Many critics will agree that even though the display of violence was directed toward an M-rated audience in the game itself, history itself cannot be censored.
Many critics point out that parents have different views on how video games affect children. Some say that video games do nothing more than teach children lessons of romanticized violence that goes unpunished or that video games are simply giving children a source of soft pornography in disguise as a child’s game. Other will argue, however, that video games can be used as a teaching device and that they provide an alternate world where players can be whoever and whatever they want to be. Video game analyst for L. H. Alton & Co., John Taylor, explains that "As we get into higher resolution video systems, as we get into more capable hardware platforms, etc., the opportunities for more real-life images with varying degrees of violent or sexual content just multiplies" (qtd. McConville 74). Critics argue that a rating system could help suppress many of the violent and sexual images featured in games, and could be a step towards censoring out these lewd images altogether. However, Nintendo senior Vice President Howard Lincoln states "rating games will not make them less violent," and "only manufacturers acting responsibility can do that by controlling game content” (qtd. McConville 74). Mr. Gaudiosi goes on further to explain that even though gamers seem eager to push the envelope, there will not be any “Adults Only” rated games on shelves anytime soon (Gaudiosi 16). Many critics argue that the only sure solution for parents is to be aware of what their children are playing, learn what games their child is interested in, and suggest games that send a much more positive signal that opposes extreme violence and gratuitous nudity.
Works Cited
Gaudiosi, John. "Video games showing their age: insiders say nudity is OK, but at least one store is balking." Hollywood Reporter 07 Jun 2002: 373. InfoTrac OneFile. DISCUS. Winthrop University Dacus Library. 20 Oct 2004.
Levermore, Monique A. "Violent media and videogames, and their role in creating violent youth." The Forensic Examiner Fall 2004: 13. InfoTrac OneFile. DISCUS. Winthrop University Dacus Library. 30 Sept 2004
McConville, James A. "Game makers to debate ratings." HFD-The Weekly Home Furnishings Newspaper 03 Jan 1994: 68. InfoTrac OneFile. DISCUS. Winthrop University Dacus Library. 20 Oct 2004
"Scoring Points: Upcoming video games include sex." The America's Intelligence Wire 14 May 2004. InfoTrac OneFile. DISCUS. Winthrop University Dacus Library. 20 Oct 2004.
Sider, Don. "Virtual Vice? This holiday season, some video games come wrapped in sex, gore and controversy. What can parents do?" People Weekly 16 Dec 2002: 58. InfoTrac OneFile. DISCUS. Winthrop University Dacus Library. 20 Oct 2004