Rawan Al Shaikh
JSC 419 Class blog
Published in
6 min readNov 16, 2018

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The Ethics of Computer games.

GTA 5 and the Ethical Dilemmas of the Gaming Industry.

The characters in the GTA 5 game

According to (Orland. 2011), Grand Theft Auto V is an action-adventure video game developed and published by Rockstar North Games, it broke the record and became the fastest-selling entertainment product in history, passing $1bn of sales in the first three days of its release, in addition to winning 33 awards (BBC, 2014). Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three criminals and their efforts to commit heists while followed by a government agency.

In order for the players to receive cash and bonuses they must participate in killings, stealing cars, driving prostitutes around town and beating people up. (Stuart, K. 2012) One of the most controversial arguments about GTA 5 is that it is considered a highly provocative game that regardless of its “Mature” ratings is still available for all ages. (Ore, Jonathan. 2013) GTA 5 includes highly sensitive and offensive topics such as sexism, extreme violence and obscenity.

Golfing session with prostitutes

The game was even banned or partially banned in countries like UAE, Saudi Arabia, China, Thailand, and Malaysia because it was unsuitable for children and encourages violence and nudity. In Australia for example, Target and Kmart, two retail chains, banned the game from their stores after three female survivors of violence launched a petition and gained more than 40,000 signatures, especially that the game allows players to have sex with prostitutes and then kill them to get health points (BBC, 2014).

On the other hand; in countries such as The United States, games fall under the protection of the first amendment “freedom of speech” which make it almost impossible to stop a game from being bought and sold and this is evident by its ongoing enhancements and updates. GTA since its release in 1997 has created 15 different versions that have boosted their graphics, created new universes as well as invented new activities and character development which made activities such as flying a helicopter or going to the movies available (Simpson, J. 2013). GTA 5 is extremely popular in the US and with sales of more than US$58 million per month in 2015(Sillis, Ben. 2015).

Woman killed with Axe

In regards to GTA 5, two perspectives persist to it; on one hand it is admired for its advanced production but on the other, it is criticized for the so claimed “harmful” impact its content has on the users.

The GTA Supporters are admired for its advanced graphics, its storytelling and soundtracks (Ore, 2013). Some claim that this game grants them liberty and the freedom of interaction that a player enjoys, which is not found in any previous game. According to Reynolds (2002), during the game the player can interact with any character, vehicle or weapon that they come across, players drive where they want and can even take a train across town; however, we ask that even if violent games like GTA don’t have a direct effect on our behavior, if the games are just an escape, what does that say about how we escape? Is this our definition of ‘fun’ now? Is this how we ‘play’? (Reynolds, 2002).

On the contrary, GTA Criticizers argue that the game has generated several controversies related to its violence and depiction of women. According to Macdonald (2013), a mission that requires players to use torture equipment in a hostage interrogation polarized reviewer, who noted its political commentary but felt that the torture sequence was in poor taste. The game became subject to widespread online debate over its portrayal of women, particularly in the wake of backlash against GameSpot journalist Carolyn Petit when she claimed the game was misogynistic in her review. In short, GTA is charged with being: sadistic; in bad taste; tending to reduce the players sense of responsibility, degrading to women; encouraging of violence and lastly — not the sort of game that a member of a civilized society would play.

Burned men gives more point than just killing

Although scientists still don’t have large enough sample groups to study the connection between playing video games and participating in violent acts (Mathews, n.d.). “My concern goes for little kids that tend to imitate almost everything they see” (Hern, 2013). For this reason, a huge responsibility falls on parents to take game ratings seriously and not expose their kids to early scenes until they are mature enough, because some of these scenes might enforce violent, racist, sexist, or even political acts in their minds at an early age.

women as objects of desire

Game producers have some ethical responsibilities towards their audience. Producers get a rating for their game, similar to assigned movie ratings. A game can be rated “E” for everyone, “E10+” for ages 10 and above, “Teen” for teens, or “M” which stands for mature or for ages 17 and above (Mathews, n.d.). Of course, not all people will abide by these game ratings, and the M rated games will be in the hands of kids that are younger than 17. In this case, As Reynolds stated: “Game producers are not responsible for who the game is used by, maybe a bit responsible for the consequences of this usage and exposure.”

Thus, censorship or stricter regulations are not the most effective answer to the potential harms created by playing violent video-games, because censorship systems consistently fail to prevent violent video-games from reaching the market (Sinclair, 2014),when children are prohibited from buying certain games, they find ways to circumvent the restrictions (Video Games, 2008).

violence and graphics during the games

As a result, violent games like GTA 5 should be protected under free speech principles and other means of easing the dangers of playing these games like providing children with a sound moral upbringing. This means that parents and schools should teach children at a young age how to be digital natives and make their own informed choices. Finally, instead of putting all our efforts to suppress freedom of speech when it comes to gaming, we can employ them in digital media literacy.

Reference:

Mathews, R. (n.d.). Ethical Responsibility of Video Game Manufacturers. Retrieved from https://elearn.lau.edu.lb/bbcswebdav/pid-233777-dt-content-rid-716665_1/courses/JSC_419_11_201820/Ethical Responsibility of Video Game Manufacturers _ Chron.pdf

N.d. (2014). ‘Sexually violent’ GTA 5 banned from Australian stores. BBC. Retrieved from http://www.bbc.com/news/technology-30328314

Ore, J. (2013, September 16). Grand Theft Auto 5 gifted to 11-year-old boy. Retrieved March 25, 2018, from http://www.cbc.ca/newsblogs/yourcommunity/2013/09/grand-theft-auto-5-gifted-11-year-old-boy-sparking-ratings-debate.html

Reynolds, R. (2002). Playing a “Good” Game: A Philosophical Approach to Understanding the Morality of Games. Retrieved from: http://www.igda.org/articles/rreynolds_ethics-s.php.

Sicart, M. (2009). The Ethics of Computer Games. Book. Retrieved from https://elearn.lau.edu.lb/bbcswebdav/pid-233781-dt-content-rid-716668_1/courses/JSC_419_11_201820/SICART_Ethics%20of%20Computer%20Games.pdf

Takahashi, Dean (7 April 2014). “‘Mr. Tetris’ explains why the puzzle game is still popular after three decades (interview)”. VentureBeat. Retrieved 12 May 2016.

Thanks to Monika Halkort.

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