Skip to main content

Judge Blocks California Violent Games Law

Judge Blocks California Violent Games Law
Image used with permission by copyright holder

In a 17-page ruling, federal judge Ronald Whyte has issued a permanent order blocking a California law which would have required labels on violent video games and prohibited their sale or rental to minors. The statute was passed in 2005, with strong support from California governor Arnold Schwarzenegger, over concerns that violent content in video games would lead to increased violence among youth, spark aggressive behavior, or inflict psychological harm.

Although Judge Whyte noted he was “sympathetic” to legislators’ intentions with the law, he found there was insufficient evidence of a connection between violent games and violence in children. “Neither the legislative findings nor the evidence shows that playing violent video games immediately or necessarily results in real-world violence,” wrote Whyte in his ruling. “In addition, the evidence does not establish that video games, because of their interactive nature or otherwise, are any more harmful than violent television, movies, Internet sites or other speech-related exposures.”

Recommended Videos

The suit against the game ban was filed in October 2005; by December, Judge Whyte had issued a preliminary injunction preventing the law from being enforced.

Similar laws enacted by other states have been challenged successfully by the Entertainment Software Association, the Video Software Dealers Association, and other trade groups, who argue the content of the games is protected under the First Amendment right to free speech.

In a statement, Governor Schwarzenegger has said he will appeal the decision to the U.S. 9th Circuit Court of Appeals. “Many of these games are made for adults and choosing games that are appropriate for kids should be a decision made by their parents,” said Governor Schwarzenegger. “I will vigorously defend this law and appeal it to the next level.”

Geoff Duncan
Former Contributor
Geoff Duncan writes, programs, edits, plays music, and delights in making software misbehave. He's probably the only member…
The best Zelda dungeons, ranked
Link and Zelda under Hyrule Castle in "The Legend of Zelda: Tears of the Kingdom."

There are a lot of metrics I could use to rank the best Zelda games. I could talk about the best Zelda bosses, the worlds, items, and more, but I believe the dungeons are the biggest individual factor in deciding how each game stacks up to the others. These are the meat of every Zelda game. All the combat and puzzle solving happens here, and the excitement of exploring each one is what pushes us to want to explore these worlds. The boss is the icing on the cake, but a good dungeon can be the highlight of the entire game. Looking back at all Zelda games, I have made some tough calls to bring you a list of the best Zelda dungeons, ranked.

#10 Eagle's Tower - Link's Awakening

Read more
We need to start having real conversations about AI in gaming
Copilot Quake II game.

AI has become a dirty word across almost every discipline over the past few years. As big corporations keep pushing this technology forward, a vocal resistance among creatives, critics, and passionate communities has risen up in opposition. While every creative medium is at risk of AI influence now, gamers are particularly sensitive about this technology sucking the creativity and human element from our beloved medium. Even the mere mention of AI being used in game development triggers a massive backlash, but we need to start being more nuanced in how we talk about the ways AI should and should not be used. Because, like it or not, AI is going to become more ubiquitous in gaming. We can't keep talking about AI as though it is a black-and-white thing. It is a tool, and like any tool, there are ways it can be used appropriately.

The question we need to ask ourselves now is, when is it ethical to use and what crosses the line?

Read more
Mecha Break is the closest I’ve felt to piloting a real Gundam outside Japan
Key art for Mecha Break.

In 2015, in a mostly-empty arcade in Fukuoka, I slid into the pilot seat of a Gundam.

I pulled the door down, watching as it seamlessly merged with the rest of the wall and turned into a display of my surroundings. As I pulled the earpiece down, the radio crackled to life as other pilots greeted me through comms.

Read more