Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 52

48 an E for Everyone rating all the way to an A for Adults Only, the equivalent of an NC-17. Many video games called out for their violent content, including Grand Theft Auto^ are rated M for Mature, essentially an R rating. That being said, an R rated game cannot be purchased by a minor under the age of 18 without the presence of a parent or a guardian. In my own experience, it is the policy of my local video game store not only to check ID, but to also verbally confirm with the customer that he or she knows that a rated M for Mature game is being purchased. Those safeguards are in place to keep violent content out of the hands of those who may be too young to be exposed to it. The problem lies in how these young people, then, are getting access to violent titles. My own experience again proves useful. A few weeks ago, I was waiting in line to checkout and in front of me was a mother with her teenage son — he was perhaps 14 or 15. The clerk asked her whether or not she understood that the titles she had were rated M for Mature. She gave her son a look, he gave her a look that said “I want these games,” and she bought them. The overall point here centers on simple economics: video games are expensive. First run releases of popular console titles often cost around $60.00 apiece. Most teens and tweens simply do not have that sort of disposable income of their own. The first line of responsibility in determining whether or not a violent video game should be in the hands of a particular teen or tween lies, then, with the parent. Both academics and the public miss out on the larger richness of materials found in video games by focusing on the violence in some of them. That the analytical lens focused on video games should more completely shift to other aspects does not serve as an argument to sidestep the fact that some video games are, indeed, quite violent. However, the argument about violence in video games, aside from being wholly unproven as a predictor of violent behavior in the real world, becomes unproductively oversimplified. Violence exists in many iterations in video games, as it does in other story forms including film and literature. For example, two highly rated, Oscar winning, and critically lauded films. Saving Private Ryan (1998) and 12 Years a Slave (2013), are both marked by their use of graphic physical violence. In both stories, the violence is an essential means by which to convey the emotional gravity of the narratives. Viewers have to experience the visceral horror of the landing on Normandy Beach in order to connect to the film’s core story: a moral exploration of the value of one human life. 12 Years a Slave must depict the utter depravity of slavery, including the horror of Patsey’s whipping, without flinching or making it less horrible than it was. However, the conversation pertaining to these films, or others like them, does not focus on how their violence will cause the decay and breakdown of society. Violence in novels can range from murder in a hardboiled detective novel, to the depiction of rape in Toni Morrison’s Beloved and on into myriad examples, most of which are completely different from one another in form, intent, and relevance to storyline. While some groups regularly call for the banning of books such as Beloved, this represents a small minority voice easily overwhelmed by those who take a work in its totality before looking at any violent content extracted from the whole.