Violent Video Games: Balancing Between Free Speech and Ethics

Diana Hoteit
JSC 419 Class blog
Published in
5 min readApr 14, 2019

As video games with violent content become common place in the digital age, debate on their benefits and harm to the society continues to rise. A video game that has especially stirred controversy is Grand Theft Auto V (GTA5), an action video game in which players have the freedom to do anything, including rape, violence, and murder. The controversy surrounding the video has led retailers in some countries like Australia to ban it from their stores, describing its normalization of extreme violence as unacceptable (Stuart, 2014). However, not everyone feels that violent video games raise critical ethical concerns. In 2011, the US Supreme Court ruled against the prohibition of the sale and distribution of video games in California, citing violation of First Amendment rights, which guarantee free speech (Mathews, 2015). Given the negative effects that violent video games can have on the society by normalizing immoral and illegal acts such as murder, violence, and hate, such judicial decisions present a dilemma in terms of striking a balance between free speech and the ethics of video game production.

Traditional entertainment producers have critical ethical responsibilities to the society. The media is so powerful in shaping the thoughts, worldviews, and emotions of the consumer that ethical behavior in terms of content production is critical. In virtually every country, media producers are required to adhere to certain content production and broadcasting guidelines. A good example is the rating system through which media producers rate the age appropriateness of television shows, films, and other forms of media content. Additionally, television channels are required to broadcast programs that may be unsuitable for children at certain times. Such measures are intended to avoid or reduce the possible negative effects that the consumption of media content may have on the society.

Unfortunately, video game producers are not subject to strict censorship standards like conventional entertainment producers. There are rating systems that show the age appropriateness of video games, but video games are generally not subject to censorship regulations. Yet video games can have negative effects on the society, especially if they portray violent content. From a morality perspective, violent video games can be corrupting (Reynolds, 2002; Sicart, 2009). Moreover, though research is not conclusive, some studies have suggested that violence in video games can result in desensitization to violence, leading to violent behavior in users (Mathews, 2015). Concerns over the possible link between the consumption of violent video games and violent behavior in users have particularly heightened in the wake of increased mass shootings. It is feared that as the consumption of violent video games increases, incidents of gun violence could rise.

GTA5 portrays extremely disturbing themes such as murder, torture, sexism, and violence against women. Though the video game engages users in challenging missions, it makes killing, persecuting, and raping look so normal. In one scene, for instance, a man is seen taking a selfie in front of a man he has just killed. More disturbingly, the game portrays women as sex objects. Players can even have sex with prostitutes and beat or kill them afterwards. The normalization of such negative corruptions in GTA5 and similar video games could have far-reaching, negative implications for the society, warranting strict regulations.

Opponents of video game censorship argue that restricting the sale and distribution of violent video games contravenes on free speech principles (Patel, 2011). They argue that video games are just like movies and books in the sense that they allow their producers to express their thoughts and imagination; accordingly, banning them would be identical to violation of their freedom of expression. However, what opponents of video game censorship fail to acknowledge is that video games are interactive unlike movies and books (Mathews, 2015). Fundamentally, the consumption of a video game requires the user to be deeply immersed in the game. Such levels of interactivity have the potential to distort the user’s moral reasoning with regard to violence. The possible negative outcomes associated with the consumption of violent video games justify strict restrictions on them. Many scholars have agreed with this view (Reynolds, 2002; Zagal, 2012). For Zagal (2012), there are themes that should never be portrayed in video games irrespective of how they are presented.

The importance of upholding the freedom of speech certainly cannot be overemphasized. The freedom to express one’s thoughts without fear is a crucial hallmark of a progressive society. When it comes to violent video games, however, the potential negative effects on the society cannot be ignored. Violent video games have the potential to desensitize users to violence, potentially making the society worse off. On this account, there is need for strict regulations to prevent the sale and distribution of violent video games, especially to minors. Video game producers can incorporate the themes they want in their products, but if the themes center on violence and other harmful vices, there should be restrictions to prevent the content from getting to children. If there are strict regulations for prohibiting the sale and broadcasting of sexual content to children, then it makes sense to have similar regulations for content that could be even more harmful to the society, violent content.

References

Mathews, R. (2015). Ethical responsibility of video game manufacturers. Retrieved from https://www.chron.com

Patel, N. (2011). Supreme Court says video games are protected free speech, California can’t regulate sales violent games: A complete analysis. https://www.theverge.com/2011/6/27/2515183/supreme-court-video-games-protected-free-speech-analysis

Reynolds, R. (2002). Playing a “good” game: A philosophical approach to understanding the morality of games. Retrieved fromhttp://www.igda.org/articles/rreynolds_ethics.php

Sicart, M. (2009). The ethics of computer games. Cambridge: MIT Press.

Stuart, K. (2014, December 3). Grand Theft Auto 5 banned by Australia chain due to violence against women. The Guardian. Retrieved from https://www.theguardian.com/technology/2014/dec/03/australian-store-bans-grand-theft-auto-5-violence-against-women

Zagal, J. (2012). The videogame ethics reader. San Diego: Cognella Academic Publishing.

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