Contact Us
Donate
Employment
Calendar
Members

Working Groups : Violence & Militarization of Society : Featured Campaign

Introduction
Goals & Objectives
Resources
Contact

One of the concerns of the Militarism and Violence in Society Working Group is the inappropriate marketing of violent video games to youth. Corporations must assume greater responsibility for education about, and enforcement of, rating systems and guidelines applicable to violent interactive videos.


 

 

Tuesday, March 30, 2004

New York City Council, Committee on Consumer Affairs
Public Hearing on Violent Video Games
Chairperson Philip Reed

Testimony by Gary Brouse, Director
Corporate Governance and Militarism and Violence in Society
212-870-2316, gbrouse@iccr.org

Good afternoon, I'm Gary Brouse from the Interfaith Center on Corporate Responsibility. We are shareholder advocates for corporate social responsibility and we support the resolution before the New York City Council for cautions on violent games. ICCR is a coalition of 280 institutional investment organizations with a combined portfolio of $120 billion. We vote our proxies in support of public welfare issues. I primarily focus on corporate governance----that is how a company is directed by its CEO and board of directors. ICCR's aim is to establish a chain of corporate accountability to shareholders and stakeholders alike.

As institutional investors our members have come to expect a certain level of accountability from companies we invest in, as well as their suppliers. Last year we initiated inquiries into organizations and companies involved in the video and computer game industry. We have been making shareholder inquiries in the entertainment inactive industry and the Entertainment Software Rating Board system attempting to establish that chain of corporate accountability on the inappropriate development, production and marketing of violent video games.

Video gaming wields great power and influence. The entertainment interactive industry operates now essentially without legislative controls or regulatory guidelines. The only standard this industry has been using is "will it sell." Our shareholders are discovering after dialoguing with companies in the video game industry a "pass the buck" mentality exists. One company may produce a game component but not sell the game. Another company licenses games but does not design the games. Others say we only market the games but do not develop them. They all claim little or no responsibility for violent video games that are sold to children. Our attempt to find accountability in the video game industry and which CEO to hold accountable is proving to be a complex task.

The retailer Best Buy told us they don't use the ESRB rating system and has, "no official age requirements or restrictions." Best Buy does not require ID or proof of age but if a parent objects to a child's game purchase, "under most circumstances, our stores are empowered to make exceptions to our return/exchange policy."

Mattel reported to us -they don't "develop or published computer or video games," however they, "license to third parties certain rights to develop and publish such games."

Toys "R" Us reported they …"Do not sell adult games" but they do ask for ID on "Mature-rated games"

Blockbuster has a policy of "one time parental signed consent a child can rent or buy any game or video.

Target responded to shareholders by stating it, "relies on the ESRB to review content and rate games." When Target corporate executives viewed a tape of violent video game play they reported shock and offense at the violence but yet they have not pulled the games from their retail stores.

Nintendo said video games are..."akin to the publishing industry… tastes span a wide range: horror novels, historical, biographies, romance novels, and spy novels."

None of the corporate representatives we have contacted were aware of the New York City Council investigation and every one of them failed to protect children from purchasing these games.

The video gaming industry has been growing rapidly without independent checks or balances. Our shareholder members' goal is to establish some transparency and accountability in this industry. Shareholders, parents, and the public must be allowed to see corporate operations and policies to ultimately hold video gaming companies accountable to society.

Those of us concerned for our children's safety in the matter of violent video games must collectively insist upon accountability from the entertainment inactive industry and the ESRB then assign responsibility. Taking a close up shareholder look and talking directly to corporate executives at these companies which design produce, license, manufacturer, and retail video games has revealed common problem areas:

Firstly, the ESRB is linked to violent video game producers. They are not an independent disinterested party evaluating video games without prejudice.

Second, video games are full of race and gender issues with scantily clad female victims and race prejudice driven targeting.

Third, addressing the problem of violent video games once they have reached the retail level is not an effective method for eradicating the damage these games are inflicting upon society.

Fourth, The societal costs from these games is a burden which the game producing companies should bear. Educating and protecting the public from violent video games is a growing expense.

Finally, new standards must be set for public welfare to protect children from the Entertainment Inactive Industry beyond the currently used "will it sell."

Again we support the resolutions before the New York City Council and we thank the council for taking the initiative in requiring some corporate accountability and public awareness of violent video and computer games.