
Young children have difficulty distinguishing reality from fantasy, which makes them more vulnerable to the effects of media violence. They may become more aggressive and fearful if they are exposed to high levels of violence in video games.
Children have easy access to violent computer and video games. A 2008 study by the U.S. Federal Trade Commission (FTC) found that 20% of children under 17 surveyed had bought at least one M-rated game. A study by the Kaiser Family Foundation found that three-quarters of boys in grades seven to twelve had played Grand Theft Auto, an M-rated game.
The entertainment industry aggressively markets violent media to young children. In September 2000, the U.S. Federal Trade Commission (FTC) released a report that exposed how the media industries actively target young children with violent entertainment meant for adults. According to the FTC, almost every video-game company they investigated regularly marketed violent M-rated games to children. For instance, the E-rated game LittleBigPlanet includes content intended to promote another Sony game, Metal Gear Solid 4, which is rated M. A follow-up study done in 2006 found that “there remain a number of concerns relating to video games and how they are marketed,” but that the intervening years “saw a substantial decrease in the number of M-rated games sold to unaccompanied children, particularly by large retailers. Forty-two percent of the secret shoppers . . . who attempted to buy an M-rated video game without a parent were able to purchase one.”
According to the book Grand Theft Childhood by Doctors Cheryl Olson and Lawrence Kutner, children who play primarily M-rated games (whether the rating is due to violent or sexual content) are more likely to be involved in fights or bullying.
If your child consumes an excessive amount of violent media—movies, music, television and video games—and displays aggressive or depressive behaviour, use the tip sheet Checklist for Violent Youth to identify signs of potential violence. Make sure your teen's mental health needs are being addressed through appropriate school, medical or social service counselling.
The Entertainment Software Ratings Board rates video games in Canada according to criteria such as violence and mature content. Every video game sold in Canada must carry an ESRB rating which indicates any possibly problematic content.