-----Original Message-----
From: David Farber <dave@farber.net>
Date: Thursday, Oct 13, 2005 9:16 am
Subject: [IP] more on  Gaming industry asked to victimize themselves for charity
Begin forwarded message:
From: Dave Wilson <dave@wilson.net>
Date: October 13, 2005 9:03:50 AM EDT
To: dave@farber.net
Subject: Re: [IP] Gaming industry asked to victimize themselves for  charity
In the winter of 1874, a 14-year-old named Jesse Pomeroy was on trial  for
kidnapping, mutilating and killing two children,
while on parole for torturing a series of younger boys when he was  12. His
eventual conviction makes him perhaps
America's youngest serial killer. The media circus leading up to  Pomeroy's
appearance in court for murdering Mary Cullen
and Horace Mullen was dominated by a belief that his fiendish  behavior was
influenced, or perhaps even caused, by a fad
that had swept up the nation over the past three years, the melodramatic
''dime novel.''
Experts said the sensational tales had corrupted Pomeroy. Without
immediate action to suppress the works or at least
keep them out of the hands of impressionable youths, they argued, any  youngster exposed
to the material could be expected to engage in
the same sorts of otherwise inexplicable deeds. As the moralizing  reached a
crescendo, Pomeroy himself took the stand. And
it was then the nation learned that Pomeroy was illiterate. By his own admission, he'd never read a book in his young life.
This story -- from a column I wrote in 1999 in the wake of Columbine -- is interesting, I think, for two reasons. It illustrates the fact that there's a pattern of blaming youth violence on whatever kids like at the time (jazz, rock, comics, movies, etc.). And it reminds people that murder by children is not a product of the modern age. Critics who charge that kids have never tried to kill people until the advent of video games are ignorant of history (although, to be charitable, many murders by children have almost certainly been wiped from the historical record, either because the adults in charge wanted to protect families or because they just couldn't believe a kid could do such a thing). Pomeroy, who appears to have been quite "sane" in the legal sense (he knew what he was doing was wrong, or at least against the law) was initially sentenced to death, but that was quickly commuted to life in prison since nobody really wanted to execute a child. He lived out nearly all the remainder of his life in solitary confinement (patiently hacking at the walls, floor, and bars of various cells for decades as he made dozens of attempts to escape prison, or at least get to somebody else he could kill). When heart disease rendered him harmless (he couldn't take more than a step before having to stop and catch his breath), he was finally transferred to a prison farm in 1929, where guards and other inmates would torment him by staying just out of arm's reach. He died in 1932. He lives on as a character in a couple of historical novels, and he's arguably the model used for such teen-horror staples as Freddy and Jason: amoral, sadistic, obsessive, and methodical.
Two points: Violent crime, and in particular violent crime committed by youth, has actually seen a steep decline since the introduction of videogames, according to statistics compiled by the U.S. Justice Department. So if there is a relationship between videogames and youth violence, it appears to be a positive one. (I'm not saying there is; I'm just saying that if you want to make causative arguments you should at least have some statistical evidence, and not just a few claims from kids facing prison time that a videogame made them do it). And finally, offering $10,000 for somebody to develop a videogame is rather amusing, since development costs for games today are in the range of a modest movie budget, starting at about $10 million. Maybe Mr. Thomson left a few zeros off?
-dave
David Farber wrote:
>
> Begin forwarded message:
> From: Frank Wales <frank@limov.com>
 Date: October 12, 2005 5:08:14 PM EDT
 To: Dave Farber <dave@farber.net>
 Subject: Gaming industry asked to victimize themselves for charity
>
 Dave, for IP, perhaps.
> Lawyer Jack Thomson proposes a videogame industry
 bludgeon-fest as a new game scenario, in an apparent
 attempt to taunt the videogame business into proving
 that videogames don't influence violent behaviour:
   http://gc.advancedmn.com/article.php?artid=5883
>
 Attorney Proposes Violent Game
> October 10, 2005
> by: Matt Saunderson
> Jack Thompson will give $10,000 to charity if any videogame  
 company  makes
 and releases a game based on a scenario he created. Miami, Florida   
 Attorney
 Jack Thompson, a long-time outspoken critic of violent and  
 sexually  explicit
 videogames, has done something totally unexpected. Thompson today   
 actually
 proposed a violent videogame, and will pay $10,000 to the favorite   
 charity
 of Paul Eibeler (the Chairman of Take-Two Interactive) if any  
 videogame
 company will "create, manufacture, distribute, and sell a video  
 game  in 2006"
 based on a scenario he created.
> Thompson's proposal is titled A Modest Video Game Proposal and has   
 been sent
 to members of the press and apparantly to Douglas Lowenstein,   
 President of the ESA.
> Here's Thompson's proposal (italics are his, not ours):
> "Do unto others as you would have them do unto you." The Golden Rule
> This writer has been saying for seven years that violent video games
 can be "murder simulators" that incite as well as train some   
 obsessive teen players to be violent.
> I've been on 60 Minutes and in Reader's Digest this year  
 explaining  how an
 Alabama teen, with no criminal record, shot two policemen and a   
 dispatcher
 in their heads and fled in a police car--a scenario he rehearsed  
 for  hundreds
 of hours on Take-Two/Rockstar's Grand Theft Auto video games.
> I have sat with boys in jail cells, their lives over because of murder
 convictions, after they, with no history of violence, have killed   
 innocents
 while in a dreamlike state. Said one cop who investigated such a  
 murder
 in Grand Rapids, Michigan: "The killing was like an extension of  
 the  game."
> The video game industry, through its lawyers, its spokesmen, and  
 its  head
 lobbyist, Doug Lowenstein, the president of the Entertainment Software
 Association, all say it is utter nonsense to suggest that what is  
 dumped
 into a kid's head hour after hour, day after day, year after year,  
 could
 possibly have behavioral consequences. Cigarette ads can persuade kids
 to smoke, but interactive simulators in which these same kids  
 punch,  hack,
 bludgeon, and maim affect not a wit their attitudes and behaviors,
 notwithstanding the findings of the American Psychological  
 Association,
 published in August 2005.
> The video game industry says Sticks and stones can break my bones,   
 but games
 can never hurt me. Fine. I have a modest proposal for the video  
 game  industry.
 I'll write a check for $10,000 to the favorite charity of Take-Two   
 Interactive
 Software, Inc's chairman, Paul Eibeler - a man Bernard Goldberg  
 ranks  as #43
 in his book 100 People Who Are Screwing Up America - if any video   
 game company
 will create, manufacture, distribute, and sell a video game in 2006  
 like
 the following:
> Osaki Kim is the father of a high school boy beaten to death with  
 a  baseball
 bat by a 14-year-old gamer. The killer obsessively played a  
 violent  video
 game in which one of the favored ways of killing is with a bat.  
 The  opening
 scene, before the interactive game play begins, is the Los Angeles   
 courtroom
 in which the killer is sentenced "only" to life in prison after  
 the  judge
 and the jury have heard experts explain the connection between the   
 game and the murder.
> Osaki Kim (O.K.) exits the courtroom swearing revenge upon the  
 video  game industry
 whom he is convinced contributed to his son's murder. "Vengeance  
 is  mine, I
 will repay" he says. And boy, is O.K. not kidding.
> O.K. is provided in his virtual reality playpen a panoply of  
 weapons:  machetes,
 Uzis, revolvers, shotguns, sniper rifles, Molotov cocktails, you  
 name  it.
 Even baseball bats. Especially baseball bats.
> O.K. first hops a plane from LAX to New York to reach the Long  
 Island  home of
 the CEO of the company (Take This) that made the murder simulator  
 on  which his
 son's killer trained. O.K. gets "justice" by taking out this  
 female  CEO, whose
 name is Paula Eibel, along with her husband and kids. "An eye for  
 an  eye,"
 says O.K., as he urinates onto the severed brain stems of the  
 Eibel  family
 victims, just as you do on the decapitated cops in the real video   
 game Postal2.
> O.K. then works his way, methodically back to LA by car, but on  
 his  way makes
 a stop at the Philadelphia law firm of Blank, Stare and goes floor  
 by  floor
 to wipe out the lawyers who protect Take This in its wrongful  
 death  law suits.
 "So sue me" O.K. spits, with singer Jackson Brown's 1980's hit   
 Lawyers in Love blaring.
> With the FBI now after him, O.K. keeps moving westward, shooting  
 up  high-tech
 video arcades called GameWerks. "Game over," O.K. laughs.
> Of course, O.K. makes the obligatory runs to virtual versions of   
 brick and
 mortar retailers Best Buy, Circuit City, Target, and Wal-Mart to steal
 supplies and bludgeon store managers and cash register clerks.  
 "You  should
 have checked kids' IDs!"
> O.K. pushes on to Los Angeles. He must get there by May 10, 2006.   
 That is
 the beginning of "E3" -- the Electronic Entertainment Expo -- the   
 Super Bowl
 of the video game industry. O.K. must get to E3 to massacre all  
 the  video game
 industry execs with one final, monstrously delicious rampage.
> How about it, video game industry? I've got the check and you've  
 got  the tech.
 It's all a fantasy, right? No harm can come from such a game,  
 right?  Go ahead,
 video game moguls. Target yourselves as you target others. I dare you.
> Jack Thompson is a Miami lawyer who has for 18 years been involved  
 in  efforts
 to stop the marketing of adult entertainment to minors.
> It is unlikely that Thompson's proposal will actually be turned  
 into  a game,
 as most videogame companies do not simply accept proposals from   
 individuals.
 We'll keep you updated, however, as it is very likely that there  
 will  be some
 sort of response to Thompson's proposal from members of the  
 videogame  industry.
>
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