Violence in Video Games
2005 – Target Corp.
WHEREAS:
A statement to Congress by the
American Medical Association, the American Academy of Pediatrics, and other
organizations expressed the consensus
of the public health community with respect to the impact of entertainment
violence on children: "Children
exposed to violent programming at a young age have a higher tendency for
violent and aggressive behavior later in life than children who are not so
exposed." (Joint Statement on the Impact of Entertainment Violence on
Children, Congressional Public Health Summit, July 2000);
"The overwhelming trend in
the research to date indicates that there are three major effects of exposure
to violence in media: increased aggression and violent behavior; the 'mean
world' syndrome, the concept that media inflates the prevalence of violence in
the world and makes kids afraid; and desensitization towards violence."
(Dr. Michael Rich, American Academy of Pediatrics, presentation at Federal
Trade Commission workshop on Marketing Violent Entertainment to Children, October
2003);
"Video games, by virtue of
being immersive, interactive, and enhanced with sensorimotor activity...may
have an even more powerful influence on violent attitudes and behaviors."
(Dr. Rich, American Academy of Pediatrics, testimony to Chicago City Council,
October 30, 2000);
A study of over 600 adolescents
found that adolescents who exposed themselves to greater amounts of video game
violence were more hostile, were more likely to be involved in physical fights
and performed more poorly in school. (Gentile et.al., Journal of Adolescence,
27 (2004);
The Entertainment Software
Rating Board has developed a rating system for computer games that includes a
rating symbol that indicates age-appropriateness (e.g., "AO" for
adults only, "M" or "Mature" for 17 and older,
"T" or "Teen" for 13 and older), and content descriptors
that describe elements in a game's content that influenced its rating;
A Federal Trade Commission
"Mystery Shopper" survey found that 69% of unaccompanied minors were
able to purchase Mature-rated video games in stores. (Federal Trade Commission,
October 2003)
A New York City Council
Investigation Division report found that
"minors were able to purchase Mature-rated video games at 34 of the
35 stores visited... A young person can walk into almost any store selling
video games in New York City and purchase games that encourage and reward them
for performing acts of violence and brutality that include beating women,
shooting cops and committing racially motivated acts of violence." The
report concluded: "retailers must make a real commitment to keeping video
games with graphic violence or strong sexual content out of the hands of
children. (Parents Beware: Retail stores ignore video game ratings, New York
City Council Committee on Oversight and Investigations, December 2003);
RESOLVED: Shareholders request that, in view of the
New York City Council report, the Board of Directors report on the
implementation of the corporation's policies regarding the sale of Mature-rated
video games to children and teens.
Sponsors:
Lead: Trinity Health, Cathy Rowan Corporate Resp.
Coordinator; Benedictine
Sisters of Mt. Angel; Benedictine Sisters of the Monastery of St. Gertrude; Sisters
of St. Joseph, Philadelphia;