BILL ANALYSIS                                                                                                                                                                                                    



                                                                  AB 450
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          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  








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                 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  








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            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).








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           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  








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               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  








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               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  








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               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  








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            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.









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             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  








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               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








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          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