The Big Push for Stricter Video Game Labeling Requirements
Author: Kellie Bartoli
Video games may soon resemble a pack of cigarettes if Reps. Joe Baca, (D-CA), and Frank Wolf, (R-VA), get their way.
The pair recently co-sponsored H.R. 231, which aims to “require certain warning labels…be placed on video games that are given certain ratings due to violent content.”
Essentially, the congressmen want to slap a Surgeon’s General-style warning on any deemed-violent video game that is rated T (Teen) or higher. There are only two stronger ratings – M (Mature) and AO (Adults Only).
According to the Entertainment Software Rating Board, games rated for teens are meant for those 13 and older, and “may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.”
The bill calls for such video game covers to carry a clear and prominent label that reads: “WARNING: Excessive exposure to violent video games and other violent media has been linked to aggressive behavior.”
Oh, where to begin.
It seems to make sense at first, but the more I think about it, the more questions flood my mind.
Number one: Where is this scientific research linking video game violence to aggression?
In November, the Washington Post reported on a new study that claims a link between the two. The article goes on, however, to quote Texas A&M psychology professor Christopher Ferguson, who noted “‘numerous flaws and called into question ‘the meaningfulness of the study.’” I’m personally inclined to agree with Ferguson. How can we accurately measure “aggressive behavior” and in turn, link it to video games? The only correlations I’ve seen are based on a questionable report and a few episodes of “Law and Order: Special Victims Unit.” Not exactly scientific.
Secondly, what is “aggressive behavior” after all? I grew up with two sisters, so babysitting two active boys came as quite a shock. But, as others have told me, that’s only “roughhousing.”
So maybe my definition of aggression is a little narrower. But a case can be made that many normal activities promote aggressive behavior. Just look at football! So should “Monday Night Football” begins its programming with a warning, just in case children want to recreate what they saw?
Here’s what I really don’t understand. Parents and advocacy groups are quick to blame video games for violence. What then, was the scapegoat before video games were even invented?
Correct me if I’m wrong, but Ted Bundy, Jeffery Dahmer, John Wayne Gacy – they terrorized the nation long before the advent of video games, let alone violent ones.
Aggression is an innate sensibility, and it is up to an individual to lash out or not. If seeing violence on a screen will lead to hostile behavior, we better pull the plug on countless television shows and movies – not to mention the evening news.
It is the parents’ responsibility to monitor their children’s activities as they see fit. However, according to the Parents Television Council, “90 percent of teenagers say that their parents never check the video game ratings before allowing them to rent or buy computer or video games.” So why doesn’t Congress redirect its efforts and work to solve the problems at hand?
Here’s my plan – let’s just stick to the classics like Tetris and Paperboy. Problem solved.

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Well put, Miss Bartoli. Extremely justifiable questions, as well.
I wasn’t allowed to play video games as a child, so I wonder what do I attribute my sometimes-agressive personality to if not those horrid video games?
Don’t they know the story of the forbidden fruit?? The higher the warning on the label… the higher demand from gamers… rebellion is like breathing to that breed of youth.
Thanks for the insight!
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