My name is Cathy Rowan. I am a member of
the Interfaith Center on Corporate Responsibility, a coalition
of 275 faith-based institutional investors: denominations,
religious orders, dioceses and healthcare corporations. In
that coalition I represent Trinity Health, a Catholic healthcare
system based in Michigan.
In order to be faithful to our mission as institutions that
promote healthy communities, that promote justice and peace,
we use our investments to monitor the impact of corporate
practices on society and on the environment, and hold corporations
accountable for their actions. For over 30 years we have used
our voice as shareholders to engage in dialogue and actions
with corporations on many social and environmental issues.
As institutional investors committed to corporate responsibility,
one of the issues we are concerned about is the impact that
violent media has on children, the access that children have
to that media, and what the retail companies we invest in
are doing to prevent that access.
Leaders of our faith communities speak out on the culture
of violence as reflected in aspects of public life and in
the entertainment media. Our hospitals and clinics daily face
what has been called a public health emergency: the violence
done to and done by children and youth in our society.
Years of research has shown that viewing entertainment violence
can lead to increases in aggressive attitudes, values and
behavior, particularly in children. Research on violent interactive
media, such as video and computer games, indicates that it
has a stronger and more lasting effect on violent behavior.
We want to know if companies have policies to prohibit minors
from purchasing violent entertainment products, and what they
are doing to ensure their employees understand and enforce
these policies. If they have policies, we want to know what
these companies are doing to educate the public about them.
Members of the Interfaith Center on Corporate Responsibility
are writing to the nations' largest retailing companies to
seek dialogue and action from corporations to prevent children's
exposure to harmful violent media.
While violent video games are not the only factor contributing
to violence, they are clearly a factor. And they can be easily
addressed. Corporations already take action to keep harmful
products away from children. We believe that in the case of
inappropriate and violent media, they can do the same.