BILL ANALYSIS AB 450 Page 1 Date of Hearing: May 3, 2005 ASSEMBLY COMMITTEE ON ARTS, ENTERTAINMENT, SPORTS, TOURISM, AND INTERNET MEDIA Ed Chavez, Chair AB 450 (Yee) - As Amended: May 2, 2005 SUBJECT : Violent Video Games SUMMARY : Prohibits the sale or rental of violent video games, as defined, to persons aged 16 and under. Specifically, this bill : 1)Expresses the Legislature's findings that exposing minors to depictions of violence in video games makes those minors more likely to experience feelings of aggression, to experience a reduction of activity in the frontal lobes of the brain, and to exhibit violent antisocial or aggressive behavior. 2)Declares that the state has a compelling interest in preventing violent, aggressive, and antisocial behavior, and in preventing psychological or neurological harm to minors who play violent video games. 3)Prohibits the sale or rental of violent video games to minors, defined as persons who are 16 years of age or younger. 4)Defines "violent video game" as a video game in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being, if those acts are depicted in the game in a manner that: a) Does all of the following: i) A reasonable person, considering the game as a whole, would find it appeals to a deviant or morbid interest in minors; ii) It is patently offensive to prevailing standards in the community as to what is suitable to minors; iii) It causes the game as a whole to lack serious literary, artistic, political, or scientific value for AB 450 Page 2 minors; or b) Enables a player to virtually inflict serious injury upon human beings or characters with substantially human characteristics in a manner which is especially heinous, cruel, or depraved, in that it involves torture or serious physical abuse to the victim. 5)Defines the terms: heinous, cruel, depraved, torture, and serious physical abuse; and lists pertinent factors to consider in determining whether the violence is especially heinous, cruel, or depraved. 6)Requires that each violent video game include a label indicating that it may not be sold to anyone under 17. 7)Provides that violation of the title may be prosecuted by any city attorney, county counsel, or district attorney, and may result in fines up to $1,000 unless the defendant reasonably relied on evidence that the purchaser was at least 17 years of age. 8)Clarifies that the section does not apply if the violent video game is sold or rented to a minor by a minor's parents, grandparent, aunt, uncle, or legal guardian. EXISTING LAW : 1)Requires video game retailers to post a sign, in a prominent area, providing information to consumers about a video game rating system or notifying consumers that a rating system is available, and requires retailers to make available to consumers information that explains the video game rating system. 2)Requires video arcades to post a sign to notify consumers of the existence of a video game rating system to aid in the selection of games, and to make available a brochure that explains the rating system. 3)Prohibits the sale, lease, rental, or provision of any video game that is intended primarily for use by minors which includes paid commercial advertisements, brand names, trademarks, or copyrighted slogans of alcoholic beverages or tobacco products in the content, packaging, or advertising of AB 450 Page 3 the video game. FISCAL EFFECT : None. This bill is not keyed fiscal. COMMENTS : 1)Purpose . The author indicates that the purpose of this bill is to "keep children from being able to purchase ultra-violent video games, which can be harmful to their mental well being, without their parent's knowledge." The author reports that "since teens are wiring the circuits for self control, responsibility and relationships they will carry with them into adulthood, they are more impressionable than we thought. Active participation by youth in playing violent video games has a greater impact than watching television. Youth choose actions where they are rewarded for causing violence to another character. Repetition greatly increases learning and also causes youth to identify with the aggressor in the game. Dozens of studies on violent video games, including an analysis of 86 independent samples with 11,014 participants, show five major effects: playing violent games leads to increased physiological arousal, increased aggressive thoughts, increased aggressive feelings, increased aggressive behaviors, and decreased pro-social or helping behaviors (Anderson, 2004; Anderson, et. al. 2004; Anderson & Bushman, 2001, Uhlmann & Swanson, 2004). These studies prove causation of aggression through experimental studies (that show playing violent games actually causes increases in aggression), real-world aggression through correlational studies (where long-term relations between game play and real-world aggression can be shown), and include several longitudinal studies (where changes in children's aggressive behaviors can be demonstrated). Furthermore, students who played more violent video games had greater involvement in physical fights (Gentile, 2004), became desensitized to violence, and developed pro-violence attitudes and increased tolerance of violence (Funk, 2004). The American Academy of Pediatrics Policy Statement on Media Violence stated that playing violent video games accounts for a 13% to 22% increase in adolescents' violent behavior. When considering the negative impact violent video games have on youth, the evidence is strong: playing violent video games has more effect on increased youth aggression than second-hand smoke has on causing cancer, or lead exposure links to decreased IQ (Anderson, 2004). AB 450 Page 4 2)Entertainment Software Rating Board (ESRB) . This self-regulatory body was established in 1994 by the Entertainment Software Association, formerly the Interactive Digital Software Association. The ESRB independently applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the computer and video game industry. To date, the ESRB has rated more than 10,000 titles submitted by over 350 publishers. The "ratings have two parts: rating symbols that suggest what age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern," such as blood, use of alcohol, animated blood, strong language, mild violence and intense violence. There are approximately 31 content descriptors in use by the ESRB. The 6 ratings used by the ESRB are: EC - "Early Childhood" have content that may be suitable for persons ages 3 and older. Titles in this category contain no material that parents would find inappropriate. 1% of all games rated by the ESRB in 2003 received an EC for Early Childhood ratings. E - "Everyone" have content that may be suitable for persons ages 6 and older. Titles in this category may contain minimal violence, some comic mischief and/or mild language. 57 percent of all games rated by the ESRB in 2003 received an E. E10+ - "Everyone 10 and older" have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes. (This category was just added to the ESRB ratings system in 2005.) T - "Teen" have content that may be suitable for persons ages 13 and older. Titles in this category may contain violent content, mild or strong language, and/or suggestive themes. 32% of all games rated by the ESRB in 2003 received a T for Teen rating. M - "Mature" have content that may be suitable for persons ages 17 and older. Titles in this category may contain AB 450 Page 5 mature sexual themes, more intense violence and/or strong language. 10% of all games rated by the ESRB in 2003 received an M for Mature rating. AO - "Adults Only" have content suitable only for adults. Titles in this category may include graphic depictions of sex and/or violence. Adults Only products are not intended for persons under the age of 18. RP - "Rating Pending" have been submitted to the ESRB and are awaiting final rating. According to the ESRB, of the 1,036 game ratings* assigned in 2004: 54% received an E (Everyone) rating 33% received a T (Teen) rating 12% received an M (Mature) rating <1% received an EC (Early Childhood) rating <1% received an AO (Adults Only) rating * The E10+ rating was not used in 2004 3) Film Rating System . The ESRB ratings system is similar in its structure and operation to the ratings system developed by the Motion Picture Association of America (MPAA) more than thirty years ago that has now become a mainstay of the theater-going marketplace. Although completely voluntary in its structure, adoption, and implementation, it has become so ingrained in American culture that many children grew up thinking that they might be arrested for gaining admission to an R-rated motion picture. The Entertainment Software Association, which instituted the ESRB, argues that the ESRB is in its infancy but is also on its way to becoming a mainstay in the video game retail arena. Although the MPAA system is strictly voluntary, after its introduction into the marketplace, there were attempts by governmental entities to convert it into a regulatory mandate which were blocked by the courts. 4) Federal Trade Commission (FTC) . In 1999 President Clinton asked the FTC and the Department of Justice to undertake a study of whether the movie, music recording, and computer and video game industries market and advertise AB 450 Page 6 products with violent content to youngsters. The President's request paralleled Congressional calls for such a study. The FTC initiated an ongoing review of these industries and has issued four reports, with the last report issued in July 2004, focused on how violent entertainment is marketed to children and the use and enforcement of ratings systems at the point-of-sale. For the video game industry, FTC review has included nationwide undercover surveys in which unaccompanied children, ages 13-16, attempted to buy M-rated video games. In 2000, the survey found that children were able to buy M-rated games 85% of the time, in 2001, 78%, and in 2003, 69% of the time. The FTC reported that "the numbers still fall short of what might be expected given the multi-year effort by the ESRB to encourage retailers to adopt restrictive sales policies." Since the July 2004 report, the Interactive Entertainment Merchant's Association (IEMA) announced that all merchants that belong to the association would have in place by the end of 2004 a carding program and an identification checking process for the sale or rental of all M-rated games. The FTC has specifically avoided a call for legislation in this area opining that "[a] well-constructed self-regulatory system can be more prompt, flexible, and effective than government regulation, and can be especially appropriate when government intervention would raise significant First Amendment concerns." 5) Retailer Compliance Signage Mandate in California . Last year, the Legislature mandated that all video game retailers post a sign regarding the availability of a video game ratings system and make brochures available that explain the system. (Chapter 630, Statutes of 2004) This mandate took effect on January 1, 2005. There are no statewide studies or surveys to indicate the level of compliance among retailers. 6) First Amendment . The U.S. Supreme Court has established that minors are protected by the First Amendment's right to free speech. This longstanding constitutional principal has been the central focus of constitutional challenges in AB 450 Page 7 federal courts to statutes and ordinances in other states regulating the marketplace and the commercial distribution of violent video games to minors. In every case, the courts have held that the First Amendment was violated and that the government cannot constitutionally limit access to video games by minors. See Video Software Dealers Assoc. v. Maleng, 325 F. Supp. 2d 1185, (Wash. Dist. Ct. 2004), Interactive Digital Software Assoc. v. St. Louis County, 329 F.3d 954 (8th Cir. 2003), American Amusement Machine Assoc. v. Kendrick, 244 F.3d 572 (7th Cir. 2001), Video Software Dealers Assoc. v. Webster, 968 F.2d 684 (8th Cir. 1992). Typical of the findings are those from AAMA v. Kendrick in which the court opined that the: "studies do not find that video games have ever caused anyone to commit a violent act, as opposed to feeling aggressive, or have caused the average level of violence to increase anywhere. And they do not suggest that it is the interactive character of the games as opposed to the violence of the images in them, that is the cause of the aggressive feelings. The studies thus are not evidence that violent video games are any more harmful to the consumer or the public safety than violent movies or other violent, but passive entertainment. It is highly unlikely that they are more harmful, because 'passive' entertainment aspires to be interactive too and often succeeds." AAMA, 244 F.3d @ 578-579. The author indicates that new research since the last court review in 2004 "provide(s) clear evidence that violent video games increase aggressive behaviors, thoughts, and attitudes, as well as decreases in emotional empathy and pro-social helping behaviors thereby jeopardizing children's psychological health." Opponents to this measure respond that the studies relied upon by the author "present nothing new in substance" and have been repeatedly rejected by the courts. They further report that this same research indicates that "there are many risk factors for aggressive behavior, that media violence is only one factor" and that the research also shows that "elimination of video games from a child's media diet will not eliminate severe aggression." The studies referenced by both parties are primarily those AB 450 Page 8 based on the research of Dr. Craig A. Anderson, a psychologist on the faculty of Iowa State University. Dr. Anderson has studied media violence and has been published extensively, and served as an expert witness in several of the federal cases challenging video game ordinances and statutes. 7) Implementation by Retailers . This bill requires a retailer to perform an analysis of each game offered for sale to determine whether the contents of the game fall within the definitions set forth, and then place a label on the game, indicating that it may not be sold to anyone under 17 years of age. The subjective analysis required of retailers in this bill is typical of, and in a good part based on, criminal law and procedure in determining the intent of a murderer in federal cases. The California Retailers Association (CRA) argues that the bill "uses phrases that require subjective interpretation, judgment, constructs, opinion, valuation, appraisal and an ability to gauge measures and norms that are not within the capability or purview of a retailer." The CRA also opines that the bill "would require retailers to individually play/view all video games they sell and make individual and independent determinations whether each game fits the criteria for 'violent'" (e.g. "what is 'patently offensive to community standards'" or to "judge a game's artistic or literary value?[or] 'interpret mental torture'"). In 2004, the Maleng Court examined a Washington statute with standards similar to those proposed by this bill and found the statute vague and therefore unconstitutional. The Washington statute provided, in part, "video games that contain realistic or photographic-like depictions of aggressive conflict in which the player kills, injures, or otherwise causes physical harm to a human form in the game?." It should be noted that this statute applied only to video games in which the player could inflict virtual harm on a law enforcement officer. In that respect, the Washington statute was more narrow in construction, since the retailer would have a clear signal as to whether to apply the statute if the game involved a law enforcement officer. However, the court noted that even that term was vague asking whether it applied to fire personnel and others in the field. AB 450 Page 9 The Maleng Court concluded that the terms were unconstitutionally vague, recognizing that "[l]egislative enactments must 'give the person of ordinary intelligence a reasonable opportunity to know what is prohibited so that he may act accordingly.'" Maleng 325 F. Supp. 2d at 1190 (quoting Grayned v. City of Rockford, 408 U.S. 104, 108 (1972)). The Court additionally opined that the result of such legislation would chill free speech for all because "[n]ot only is a conscientious retail clerk (and her employer) likely to withhold from minors all games that could possibly fall within the broad scope of the Act, but authors and game designers will likely 'steer far wider of the unlawful zone?than if the boundaries of the forbidden area were clearly marked.'" Maleng 325 F. Supp. 2d at 1191. The background provided to the committee by the author does not address the bill's impact on retailers. 8) Technical Issues . a) Video Game - The bill defines a video game as hardware rather than software (page 2, lines 20-24). Existing law requiring the retailers of video games to post signs regarding the availability of a ratings system defines video games. For purposes of consistency with current law governing video game retailers, this bill should cross reference Business and Professions Code 20652 (a) (2) to define video games as follows: "Video game" means an object or device that stores recorded data or instructions, receives data or instructions generated by a person who uses it, and, by processing the data or instructions, creates an interactive game capable of being played, viewed, or experienced on or through a computer, gaming system, console, or other technology. b) Family Exception - this bill appears to exempt parents, grandparents, aunts, uncles or legal guardians from the measure, but the need for the provision is not clear, and additionally lacks clarity (page 4, lines 3-5). This bill only applies to specified persons (generally retailers) and only applies to the sale or rental of games. The bill awkwardly exempts specified family members of the minor AB 450 Page 10 from its provisions, apparently contemplating and permitting a family member or legal guardian to provide a violent video game to a minor. This is not necessary since the bill only applies to sales and rentals. 9) Federal Legislation . A bipartisan measure has been introduced in the U.S. Senate to research the effects of specified media on child development. The "Children and Media Research Advancement Act" would authorize $100 million over five years to establish a program on children and the media within the National Institute of Child Health and Human Development to study the role and impact of electronic media in the development of children. An independent panel of experts would be convened to review, synthesize and report on research, theory, and applications in the social, behavioral, and biological sciences and to establish research priorities regarding the positive and negative roles and impact of electronic media use, including television, motion pictures, DVD's, interactive video games, and the Internet, and exposure to that content and medium on youth in the following core areas of child and adolescent development. REGISTERED SUPPORT / OPPOSITION : Support American Academy of Pediatrics The Honorable Cruz Bustamante, Lieutenant Governor California Alliance Against Domestic Violence California Commission on the Status of Women California Psychiatric Association California Psychological Association Capitol Resource Institute California State Conference of the National Association of Colored People California State PTA Common Sense Media Feather River College Friends Committee on Legislation Girl Scout Councils of California Junior Leagues of California State Public Affairs Committee Maidu Cultural & Development Group NAACP Legal Defense and Educational Fund, Inc. Northern California Society of Public Health Educators AB 450 Page 11 Parents Television Council PLS-Domestic Violence Services Plumas County Child Care and Development Planning Council Portola C.A.R.E.S. Resource Center Santa Clara County After-School Collaborative Sierra Valley Even Start Family Literacy Program Stanislaus County Children's Council Support Network for Battered Women Sutter Lakeside Community Services Opposition American Civil Liberties Union American Electronics Association California Broadcasters Association California Chamber of Commerce California Retailers Association Entertainment Software Association Interactive Entertainment Merchants Association International Game Developers Association Interactive Entertainment Merchants Association The Media Coalition Motion Picture Association National Association of Theatre Owners of California/Nevada Recording Industry Association of America Video Software Dealers Association Analysis Prepared by : Kellie Smith / A.,E.,S.,T. & I.M. / (916) 319-3450