Press Release
Game
Retailers Ask Governor Schwarzenegger to Veto Violent Video Game
Bill
Merchants Urge Consideration of the Matter
Wilton, CT (September 14,
2005) - The trade association representing the industry's leading
retailers of computer and video games, the Interactive Entertainment
Merchants Association (IEMA) requested that California Governor
Arnold Schwarzenegger veto Assembly Bill 1179, which would
criminalize the sale of video games that depict certain types of
violence. The controversial bill was passed by the California State
Legislature and the governor now has thirty days to either sign it
in to law or veto. The following is the text of the letter in full:
September 13, 2005
The Honorable Arnold Schwarzenegger
Governor of California
State Capitol
Sacramento CA 95814
Re: Veto Request for A.B. 1179 (Yee)
Dear Governor Schwarzenegger,
The Interactive Entertainment Merchants Association (IEMA) is the
non-profit trade organization representing the leading retailers of
computer and video game products in the United States. IEMA member
companies collectively account for almost 75% of the $10 billion
annual games business in the U.S. The IEMA, and the retailers we
represent in the State of California, respectfully urge you to veto
A.B. 1179.
IEMA members take the issue of retailer enforcement of policies
inhibiting the sale or rental of "Mature" rated games to minors very
seriously; however, we do not believe that legislation is the
answer. The IEMA believes that A.B. 1179 is unnecessary, as
retailers are firmly committed to voluntarily enforcing and
promoting the video game rating system. Second, legislation cannot
and will not replace the ultimate role and responsibility of parents
in their duty to raise their children, and this bill usurps the
rights of parents by restricting minors' access to certain games,
even if parents have approved them for their child. Further, federal
courts have consistently recognized that video games are
constitutionally protected speech under the First Amendment to the
U.S. Constitution, and the restrictions in this bill impermissibly
run afoul of that protection. Finally, the bill provides no
meaningful standards to assist in determining whether games would
fall within the legislation's purview.
The lack of decipherable standards is particularly troubling for
those who would be forced to interpret A.B. 1179. The bill defines
"violent video games" as those that meet a three-part analysis based
on the legal test for obscenity (sec. 1746(d)(1)(A), or that meet
federal death penalty standards for killings that are "heinous,
cruel, or depraved" (sec. 1746(d)(1)(B)). The obscenity-based
inquiry would force manufacturers and retailers to independently
apply to each game sold a constantly changing, legally and factually
complicated "community standard" that courts and juries have
struggled to identify and apply for years. In a similar vein, the
federal death penalty standard is one decided by juries on a
case-by-case basis, and is ill-suited to providing meaningful
guidance on whether the sale of a game will engender liability.
Further, the bill sets an impossible threshold by forcing a
pre-judgment on whether a particular player will "relish" a virtual
action, or whether that player will intend to commit certain actions
in the game (e.g., sec. 1746(d)(2)), prior to the sale.
The new labeling requirements imposed by A.B. 1179 will invite
subjective claims against retailers and manufacturers based on
individual games, and the danger is not adequately mitigated by the
affirmative defenses allowed in the bill. Affirmative defenses are
asserted after an action begins, but don't prevent prosecutions or
lawsuits in the first instance. The labeling requirements will
create significant shipping and distribution difficulties (and
liabilities) for retailers by mandating separate systems and stock
for California and the other 49 states. They competitively and
financially disadvantage California retailers and Internet vendors
by subjecting games to tougher limitations than those of other
states. The labeling requirements also call into question the fate
of retailers' existing stock, and the bill as a whole provides no
guidance to retailers on how to treat unlabeled, pre-existing stock.
It is IEMA's belief that tangible and impressive progress is being
made through voluntary cooperation between IEMA and the
Entertainment Software Ratings Board (ESRB) with regard to stemming
the accessibility of violent games to minors. IEMA retailers
voluntarily pledged to implement carding policies by the end of 2004
and have partnered with the ESRB to provide educational materials on
ratings to consumers. Even before the end of the implementation
period, our members' success rate of preventing minors from
purchasing inappropriate games without parental approval skyrocketed
to match that of movie theatre owners - long held up as the "Gold
Standard" in ratings enforcement. Now, only partially through the
first full year of their new policies, our members are confident of
continued success.
This year, the State of California implemented a new law requiring
retailers to post and make available information on video games
ratings. That effort positively builds on industry and retailer
efforts to educate consumers and empower parents to make informed
game choices for their children. A.B. 1179, on the other hand,
unnecessarily inflicts harmful restrictions and sanctions based on
impossible standards, before the first law has even had a chance to
have a real impact.
This legislation will have a serious and harmful effect on
California retailers and the thousands of individuals that they
employ. We respectfully request that you veto A.B. 1179.
Sincerely,
Hal Halpin
President
About the IEMA:
The Interactive Entertainment Merchants Association (IEMA) is the
non-profit trade association dedicated to serving the business
interests of leading retailers that sell interactive entertainment
software (including video and computer games, multimedia
entertainment, peripherals and other software). Member companies of
the IEMA collectively account for approximately seventy-five percent
of the $10.4 billion annual interactive entertainment business in
the United States. [http://www.iema.org]