Noura Fayad
JSC 419 Class blog
Published in
6 min readApr 4, 2019

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Video Games: To Censor or to Protect?

The entertainment field of video games is constantly growing, attracting thousands, if not millions of people on a daily basis. A simple example of a ground-breaking video game can be none other than Grand Theft Auto V or (GTA V). GTA V is an action-adventure video game that was released in September 2013, that gained the engagement of millions of teenagers and adults despite its high-cost and unavailability in some countries. Set in the fictional state of San Andreas, the game tackles three criminals constantly committing crimes who are followed or pressured by a government agency (WIKIPEDIA, 2019). The range of crimes committed are many, such as robberies, pot-smoking, drug smuggling, and even killing. The game involves giving the players a set of missions (AKA Crimes) that their characters (the criminals) are supposed to achieve. Despite its high recommendation, the game was accused of its high rates of violence and sexism, in which crimes of violence are normalised, if not glorified and considered “cool”, and in which women are subjects of violence and objectification, and are often portrayed as hookers and sex objects. However, a critical question should be asked here: What makes such a violent, cruel game so pleasing and attracting? The ranges of options in fact can be many. For some, the game’s mundane nature is what makes it enjoyable (Plante, 2013), since its setting is really close to reality, and the wildness of the characters is something we can sometimes relate to; Well, who wouldn’t want to fly a helicopter around town sometime? For others, it can also be a platform to experience what it feels like to commit crimes, since our human nature can, to some extent, have a violent side. As cited, “they relate to players who like to explore morals and actions forbidden in society” (Sicart, p.4, 2009).

A year following the game’s release, many retail stores in some countries banned it or censored it (to some extent) for a variety of reasons.According to BBC News, Target and Kmart in Australia removed the video game from their stores following a petition created by three women (who have been subjects to sexual violence) had more than 40,000 signatures (n.a. , 2014). Furthermore, other countries took a similar initiative due the video game’s highly sexual and violent nature. However, isn’t limiting the game’s availability violating the freedom of speech that gamers in this case possess? In the end, as cited “Games are generally assumed to be a form of speech” (Reynolds, p.6, 2002).

In general, video games can threaten to some extent what we might perceive as ethical. Whereby forms of violence, racism, hate speech, and harassments of many forms can be found. However, is the censorship of Video Games really the proper solution?

First, it is important to highlight the main ethical responsibilities of video game manufacturers. Producers in the entertainment field are entitled to social and ethical responsibilities, as they should be aware of the fact that they are morally accountable for types of entertainment they produce (especially video games), and the reason behind such a responsibility. Its is important for them to determine the audience they’re targeting in the advertisements of their games, which is crucial, in order to know what subjects or themes are featured, and to which extent should they be featured (Violence, swear words…). Which is why, just like movies, games have ratings ranging from “E” (Everyone) to “T” (Teenagers), and “M” (Mature) (Mathews, 2015). But despite this responsibility, it is not the game publisher’s fault that these games, despite being mature-rated, are falling in the hands of younger players. As cited, “ the responsibility of game developers cannot stretch on indefinitely” (Reynolds, p.8, 2002). In such cases, more important issues should be raised, such as the lack of proper adult or parental supervision over children’s different activities.

GTA V is M-Rated (for Mature audiences only)

Furthermore, Video Games like GTA V can certainly contain themes that may influence social harm, such as violence, crimes, sexism, racism and much more. So shouldn’t there be any legal restrictions for these games to a certain level? But before discussing this point, it is important to evaluate both the negative and the positive side of Video Games.

Many Psychologists such as Professor Craig Anderson at Iowa State University have argued that playing violent video games can lead to adopting violent behaviors in real life, and this can escalate to extreme forms of violence the more we’re exposed to them. (Mathews, 2015). One common opinion or argument used against video games is the fact that they may lead to a desensitization of violent acts, whereby users subconsciously normalise these acts with time, and lack the feeling of guilt prior to committing them, and may, to some extent, commit them in real life. However, no direct evidence has been discovered in the relationship between video games and social harm.

Criminal Acts in GTA V

Despite their negative harm, others counterargue that video games can have positive impacts on many levels. First, these games can improve the user’s problem solving skills (Reynolds, p.5, 2002) as well as their strategic planning skills. Furthermore, another point of view argues that games are in fact healthy experiences that make users get back to their ethical and moral reasoning of certain situations despite the fact that they’re virtual (Zagal, p.67, 2012). Zagal (2012) states that games can evoke feelings of shame and guilt due to violating a moral standard “For instance, a player may feel shame or guilt for something they did in a game such as shooting an innocent alien in Unreal” (Zagal, p.67, 2012). Thus, video games can sometimes remind a user of his/her ethical responsibilities as a human being even in a virtual world.

As previously discussed, the question of banning violent video games such as GTA V has been raised in many countries of the world and has been performed too. But in some countries, this case is different. As cited “Under US and EU practice free speech is generally taken as a primary right. Therefore games tend to be in a very strong legal/ethical position” (Reynolds, p.6, 2002). In fact, according to Mathews (2015), in 2011, a U.S. Supreme Court ruled that video games fall under the protection of the First Amendment. Indeed, despite their abusive nature, video games are not necessarily immoral and should not be subject to censorship, and well, here’s why: From a Deontologist perspective (or Rights perspective), it is argued that the game may contain offences on many levels, therefore rights of not to be offended or harmed are taken into consideration, however rights of free speech and expression outweigh them in importance as have many real life cases demonstrated. (Reynolds, p.6–7, 2002).

To conclude, censorship of violent video games is not really the answer we’re looking for since such an act is undermining our basic right of free speech that we possess as human beings. If M-Rated games are being played by minors, then a lack of proper adult supervision is the problem here, whereby parents are failing to adjust the proper forms of entertainment for their children. Furthermore, the positive or negative effect of video games is in fact shaped by the players’ own moral and ethical standards, as well as their level of maturity in being able to differentiate between a reality and a virtual one. However, aren’t crimes of violence, racism, sexism, and shootings happening every single day? To some extent, can’t we consider that video games are only reflecting a harsh, violent reality we live in?

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