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In late April, Senators Kohl and Lieberman introduced legislation that would empower the FTC to punish companies that market adult-rated video games to children. The Media Marketing Accountability Act has met much resistance in Congress and in the realm of public opinion, but its swift adoption is the greatest hope going forward for anyone who recognizes the problems video games pose in an age of exponentially increasing violence and realism.
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Some would say video games have nothing to do with real-world violence. We are somehow supposed to believe that the images children are constantly subjected to have absolutely no effect on children who view them, that they pass through children's consciousnesses like sand through the hourglass of our lives. Every week it seems, a new study comes out confirming the link between fictional violence and real-world violence, but these opponents never budge.
How many more studies can they possibly need? And don't be fooled into thinking the problems end with violence alone. Video games do more than just inspire violence; they cause rickets! It's no wonder that even seasoned gamers are starting to come around, recognizing the violence that has always been present in video games. It's clear that regulation of such violence is advisable and necessary; what remains is to determine whether such regulation is permissible under our Constitutional scheme of government. Some argue that the First Amendment prevents the Federal government from regulating the violent content of video-game products. Even if (for the sake of argument) we accept the idea that such regulation is a form of censorship, it doesn't necessarily implicate the first amendment. The purpose of this legislation is to encourage the video-game industry to abide by tougher voluntary standards of decency. Self-censorship is no censorship, because no speech is created and censored. Moreover, limits on the First Amendment, rooted in common-law traditions, have been recognized since its ratification in 1791. Libel and slander, along with obscenity, are not protected because they inhibit the free flow of information and productive dialogue by corrupting the channels of discourse with misinformation and filth. Likewise, restrictions on the dissemination of copyrighted speech are empowered under Article I, because copyright restrictions encourage free speech; in a world without copyright, no one would have an incentive to speak at all. The same is true of video-game violence. Such violence imperils our cherished freedoms of speech by removing our children's capacity for rational thought. Though intellectually stimulating games (such as software implementations of chess and parchesi) do exist, their numbers are dwarfed by the heaps of games whose gameplay consists of nothing more than pure violence, games that bypass the higher-order rational-processing regions of the brain and tap into the raw evolutionarily primitive regions. Studies have shown that violence correlates with misfunction of the pre-frontal cortex. As if rickets and other deleterious health effects weren't enough, video games may be causing actual brain damage. So if video games are such a menace, then why stop with the Media Marketing Accountability Act? Why not eliminate violent video games from adults' consumption as well as children's? Well, the answer is twofold:
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