Video Games and the U.S. Supreme Court: Violence is the True Obscenity, Not Sex
This past Monday, the U.S. Supreme Court agreed to hear an appeal from a 9th Circuit Court of Appeals decision striking down a California law prohibiting the sale of violent video games to minors (under 18). The Supreme Court’s decision was surprising, given that lower courts had consistently and uniformly declared such prohibitions unconstitutional on First Amendment free-speech grounds. In fact, in the Entertainment Software Association’s (ESA) most recent annual report, the industry group boasted that it had a perfect 43-0 record in fighting against such proposed restrictions becoming law during its 2009 fiscal year.
Traditionally, the Supreme Court only reviews cases where there have been split decisions among Circuit Courts that need to be harmonized. The fact that the Court took this case despite lower court uniformity hints that at least some justices may be willing to make new law and remove violent content from First Amendment protection.
Background on the California Video Game Law
The
A “violent video game” is defined as one that allows the player to engage in killing, maiming, dismembering, or sexually assaulting an image of a human being. But merely killing a human being is not enough; otherwise any war game or act of self-defense would qualify. Consequently, in addition the act of killing must involve torture or:
- appeal to a deviant or morbid interest;
- be patently offensive to prevailing standards in the community; and
- lack serious literary, artistic, political, or scientific value.
The law states that such games increase the likelihood that a child will commit violent acts, exhibit aggressive anti-social behavior, and/or suffer psychological harm.
Reasons the 9th Circuit Struck Down the Video Game Law
The 9th Circuit (which handles federal court appeals from
Second, the state of
Third, the state did not explain why the current ESRB ratings system was inadequate to protect minors and needed to be replaced.
ESRB Video Game Rating System: The Only Thing that Matters is the M Rating
The ESRB rating system is composed of age-based symbols and content descriptors. According to its website, there are six rating levels for video games:
Early childhood (C): Ages 3 and older. Contains no material that parents would find inappropriate.
Everyone (E): Ages 6 and older. Contains minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
Everyone 10+ (E10+): Ages 10 and older. Contains more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.
Teen (T): Ages 13 and older. May contain “suggestive themes,” “strong language,” violence, “crude humor,” “simulated gambling” and “minimal blood.”
Mature (M): Ages 17 and older. May contain “intense violence,” “sexual content,” “blood and gore” as well as “strong language.”
Adults Only (AO): Ages 18 and older. May contain “intense violence” and “graphic sexual content.”
The rating level causing all of the problems is Mature (M), which contains “intense violence” but is available to children under 18. Maybe it’s just me, but it seems that the video game industry could save itself a lot trouble by simply increasing the age of M-rated games one year from 17 to 18. I can’t believe that its business model would suffer much from making kids wait one additional year to buy M-rated games. Then again, the industry has never lost in court, so why should it compromise at all?
This past December the Federal Trade Commission released a report to Congress on violent media and noted that 87% of consumers with children who play video games are aware of the ESRB system, and 76% check the rating every time or most of the time when buying and renting games. The report concluded:
The Commission finds that the video game industry has made great strides in restricting the marketing of violent M-rated games to children. Although there remains room for improvement – particularly in the area of Internet advertising – the video game industry outpaces the movie and music industries.
But a Harvard study found that many M-rated video games do not have accurate or complete “content descriptors,” making it impossible for parents to know what is in the game prior to purchase. Specifically, the study found that 81% of M-rated video games included content that was not noted on the game box.
How the U.S. Supreme Court Should Rule: Make Love, Not War
Focusing obscenity on sexual activity and not on violence makes absolutely no sense. Why is this country so hung up on sex? It may be a vestige of
Violent children/adolescents come to experience these problems in part because they are lacking verbal and physical intimacy with peers and parents or other adults.
Similarly, neuropsychologist James Prescott of the National Institute of Health wrote 35 years ago:
The reciprocal relationship between pleasure and violence is such that one inhibits the other; when physical pleasure is high, physical violence is low. When violence is high, pleasure is low. This basic premise provides us with the tools necessary to fashion a world of peaceful, affectionate, cooperative individuals.
Sexual repression in Islamic societies may also contribute to terrorist activity.
Bottom line: I hope that the U.S. Supreme Court decides to include extreme violence in the definition of obscenity for minors and upholds the
The Affect on Video Game Makers Would Be Minimal
Of the $20 billion in annual
So, if you want to invest in video game stocks, don’t let this Supreme Court case dissuade you. It’s not dissuading Carl Icahn, who has accumulated a 11.6 million share stake (13.7% interest) in game maker Take-Two Interactive Software (NasdaqGS: TTWO). Talk about ultra-violent: they don’t get much more violent than Take-Two’s Grand Theft Auto. Looking at the universe of video game stocks, however, Take-Two looks more like a special situation than a long-term profit powerhouse:
Company |
P/E Ratio |
Return on Assets |
Revenue Growth |
Market Cap |
Activision Blizzard (NasdaqGS: ATVI) |
28.0 |
0.8% |
41.4% |
$14.3 billion |
Electronic Arts (NasdaqGS: ERTS) |
N/A |
-20.3% |
14.9% |
$6.5 billion |
Take-Two Interactive (NasdaqGS: TTWO) |
N/A |
-13.2% |
-37.0% |
$913 million |
Nintendo (Other OTC: NTDOY.PK) |
19.9 |
15.5% |
9.9% |
$47.3 billion |
THQ (NasdaqGS: THQI) |
N/A |
-51.2% |
-19.5% |
$514 million |
Konami (NYSE: KNM) |
212.1 |
3.5% |
4.2% |
$2.8 billion |
Ubisoft (Other OTC: UBSFY.PK |
N/A |
6.3% |
14.0% |
$1.3 billion |
===============================================================================
Read more about the investment prospects of video game makers in Personal Finance, KCI’s growth stock investment service. Deputy managing editor Peter Staas has a great article on the top players in the March 10th issue. Try it risk-free today!