Today confirmed everything I love about this country. It also brought a new perspective on video game regulation to the White House, as Gamasutra reports in today’s article on the history and future of US regulation.
“We need to make sure that all of our children have access to these technologies and we must teach our children how to harness the huge potential of this technology. I want to make sure my children are protected from the dangers of the new media world, but I also want to make sure they reap the benefits of it,” said newly-inaugurated President Barack Obama in late 2007.
The US government has a lot to clear off its plate before gaming legislation floats back to the top, but this presidential perspective marks a definite turning point in games as a new medium.
Researcher Neils Clark opens his examination of the industry and regulation with a quote from Republican Senator Mitt Romney: “I want to restore values so children are protected from a societal cesspool of filth, pornography, violence, sex and perversion.”
Clark covers the history of video game legislation, the need to guard from indecency always balanced with the need for free speech, and points to the lack of understanding of the medium among most politicians as the primary problem. He looks to the cynosure of South Korea, which has a government agency devoted to video games.
Game regulation remains a tertiary issue in the greater scheme of things: “Some of the strongest critics to the industry won reelection to the House and Senate handily. Issues like abortion, the war in Iraq and gay marriage still trump the gaming hobby. Go figure.”
Likewise, Obama’s administration will face the issues of the economy, two wars, and a failing national image, crisis which take precedence over gaming regulation. Clark concludes his essay by urging gamers to remain informed and vigilant for harmful legislation and for the even more dangerous threat of self-censorship by gaming companies.
“Government pressures on rating boards, and their subsequent pressure on ‘appropriate’ or ‘marketable’ imagery, may already affect a number of gaming companies internationally,” says Clark.