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First Amendment Protections and Freedom of Expression
The First Amendment to the U.S. Constitution states, “Congress shall make no law … abridging the freedom of speech, or of the press.” While the amendment speaks of Congress, it also protects expression against abridgment by state and local governments and by other branches of the federal government. Furthermore, although it speaks of speech and the press, the protections of the amendment reach other media, such as film and music. An interesting modern question concerns the First Amendment status of video games, which is the focus of this entry.
History
There were early cases, building on decisions that pinball machines were not included within the protection of the First Amendment, that exempted video games from First Amendment protection. These early games were simply seen as not containing the level of expression necessary for the First Amendment to come into play. Somewhat later, as the complexity of video games increased, some courts began to say that at some point the level of expression would be such that video games should be protected. As late as 2002, a federal district court concluded that video games did not enjoy protection (see Interactive Digital Software Ass’n v. St. Louis Co.). Although the trial court decision was reversed, with the appellate court seeing video games as presenting sufficiently good stories as to be protected, there may be something in the lower court’s position that the government, and courts, should not distinguish among stories based on perceived value. Nonetheless, it is clear from the 2011 U.S. Supreme Court video games decision in Brown v. Entertainment Merchants Association that video games are protected by the First Amendment. Perhaps the more interesting issue at this point is whether less sophisticated games, and even pinball machines, can be left outside the scope of constitutional protection.
Limiting Children’s Access to Video Games
The fact that a medium—speech, books, films, or video games—may be protected does not mean that all restrictions or abridgments are disallowed. For example, film is protected, but obscene films may be restricted or banned. Actual speech of a political nature is at the core of the First Amendment, but where it presents a “clear and present danger” of intentionally provoking imminent lawless action, it too may be prohibited. These examples point to two approaches to the recent issue of justifying limits on violent video game play by children. One approach has been to argue that, while video games may be protected, the violent content of certain games takes them outside the protection of the First Amendment. The other has been to argue that there is sufficient harm in children playing these games that play may be banned. Both approaches can apply to violence in any medium, and both played roles in the Supreme Court’s Brown decision.
The state of California claimed that it could limit children’s play in the same way that a number of states limit children’s access to sexual material, even if that material would be acceptable for adults. The Supreme Court had upheld, in Ginsberg v. New York (1968), a statute that prohibited the distribution to children of sexually indecent material, even though the material was not obscene for an adult audience. In California’s view, the state should have a similar opportunity to shield children from depictions of violence. A similar position had been accepted by the trial court in a case growing out of restrictions on violent video game play by children in arcades in Indianapolis (see Amusement Mach. Ass’n v. Kendrick), although the trial court’s decision upholding the limitations was later reversed on appeal.
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- General Aggression
- Aggression and Affect
- Aggression and Anger
- Aggression and Attachment
- Aggression and Brain Functioning
- Aggression and Culture
- Aggression in Youth
- Aggression, Definition and Assessment of
- Aggression, Risk Factors for
- Aggressive Behavior
- Aggressive Personality
- Bullying, Definition and Laws of
- Cognition: Schemas and Scripts
- Cognitive Psychology of Violence
- Cognitive Script Theory and the Dynamics of Cognitive Scripting
- Cyberbullying, Definition and Effects of
- Gender and Aggression
- Genetics of Aggressive Behavior
- Group Aggression
- Memory and Violence
- Priming Theory
- Psychobiology of Violence
- Psychopathology and Susceptibility to Violence
- Reasons for Consuming Violent Entertainment
- Relational Aggression
- Trait Aggression
- Media Content
- Grand Theft Auto
- Advertising, Violent Content in
- Arousal and Aggressive Content, Theory and Psychology of
- Character Development Within Violent Content
- Competition, Sports, and Video Games
- Cultivating Content and Social Representation of Violence
- Cyberbullying, Violent Content in
- Drench Hypothesis
- Fantasy Genre, Violence and Aggression in
- Films, Representation of Violence and Its Effects in
- Media Violence, Definitions and Context of
- Music Videos and Lyrics, Violent Content in
- National Television Violence Study
- Pornography, Violent Content in
- Realism of Violence Content, Real-World Violence on Television, and Their Effects
- Sexualized Aggression
- Sports, Violence and Aggression in
- Stereotyping in Violent Media Content
- Television Violence
- Violence, Definition of
- Violent Artistic Expression
- Virtual Reality, Violent Content in
- Media Effects
- Attitude, Effects of Media Violence on
- Audience Interpretation of Media Violence, Effects of
- Bobo Doll Studies
- Comedic Violence, Effects of
- Demographic Effects
- Desensitization Effects on Society
- Developmental Effects
- Effect Size in Media Violence, Research and Effects of
- Effects From Violent Content, Short- and Long-Term
- Effects of Media Violence on Relational Aggression
- Emergent Public Health Issue: Effects of Violence
- Ethical Development, Effects on
- Ethical Issues in Researching Media Violence Effects
- Fear Reactions to Violent Content
- First-Person Perspective, Violent Content From
- Gender, Effects of Violent Content on
- General Aggression Model
- Identity, Media Violence and Its Effects on
- Interactive Media, Aggressive Outcomes of
- Internet Content, Effects of Violent
- Media Effects Perspectives of Violence
- Media Rating Systems
- Moral Development, Effects of Media Violence on
- Narrative, Effects of Violent
- News, the Presentation and Effects of Violent Content in
- Parasocial Relationships
- Pediatricians and Media Violence
- Peer Influence on Violent Content Effects
- Pornography, Violent Content in: Effects of
- Rap Lyrics, Effects of Violent Content in
- Rape Perceptions
- Screen Size and Violent Content, Effects of
- Sex in Media, Effects on Society
- Situational Influences on Aggressive Reactions to Media Violence
- Social Isolation
- Socialization of Violence in Media and Its Effects
- User Involvement in Violent Content, Effects of
- User Trends Toward Aggressive Games
- Uses and Gratifications Perspective of Media Effects
- Video Game Platforms, Effects of
- Video Games, User Motivation
- Violence in Media, Effects on Aggression and Violent Crime
- Virtual Reality, Effects of Violent Content in
- Weapons in Violent Media Content: Use, Policy, and Effects
- Media Policy
- Advertising Laws Regarding Violent and Aggressive Content
- Bullying, Definition and Laws of
- Censorship of Violent Content
- Cyberbullying Laws
- Federal Communications Commission
- First Amendment Protections and Freedom of Expression
- International Perspective on Media Violence
- Internet Blocking
- Internet Violence Laws
- Legislating Media Violence: Law and Policy
- Marketing of Violence
- Media Education and Media Literacy
- Rating Systems, Film
- Rating Systems, Television
- Rating Systems, Video Games
- Regulating Systems, Internet
- Video Game Industry, Regulation Within the
- Research Process
- Society and Media
- Grand Theft Auto, Social Representations in
- Advertising, Influence on Society
- African Americans in Media, Character Depictions and Social Representation of
- Asians in Media, Character Depictions and Social Representation of
- Cross-Cultural Perspectives
- Cultivating Content and Social Representation of Violence
- Cultural Voyeurism
- Culture of Violence
- Effect Size in Media Violence, Research and Effects of
- Exposure to Violent Content, Effects on Child Development
- Gender Stereotypes, Societal Influence on
- Internet Violence, Influence on Society
- Latinos in Media, Character Depictions and Social Representation of
- Media as a Reflection of Society
- Race-Based Attributes in Video Games, Influence on Hostility
- Social Learning From Media
- Theories of Media Influence
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