Glixel is coming soon, and Iâm excited. Why? John Davison from 1up Yours, Nuff Said.
I'd like to share something long with you all, bear with me.
Video games writing has a certain special spot for me. As a kid growing up it was obvious to me that people made my favorite comics, movies, and music. Â But for some reason, video games remained mysterious. Â The magazines at the time were super product based, and if they ever mentioned the humans creating them I never noticed.
In my Mid 20âs I found myself unaware that actual humans designed my video games. Â Cut to me reading mid 2000âs issues of EGM that not only treated me like an adult, but name checked everyone they talked to and did their best to put a human face on games that I loved. Â It seems obvious now, but this was the first time that I realized that actual human beings designed video games, and maybe I could do it too. This would shape the next 5 years of my life.
What changed my life was seeing an ad for 1up Yours. I had this magazine that treated us like an adult, but had to be concise and somewhat personality free.  1up Yours was the first time in my life that I felt like real human beings were talking about video games as if they were made by real human beings. It wasnât known for being corporately controlled, and wasnât known for being loyal. It was beautiful, but the thing that stuck out to me was John Davisonâs wisdom and unique point of view. Any time the future of the industry came up, John became the defacto voice in the room. With good reason too. Garnett always had interesting questions, Shane had an encyclopedic knowledge of the industry that preceded him, Luke had the hottest takes, but John had the true and pure wisdom. Everyone would challenge him, but he was always just slightly ahead of the curve. He was the person whoâs point of view I most wanted to emulate, because he was the most rational and level headed but proved himself right more often than anyone combined. Because of John Davison I had not only realized that video games were enjoyed and loved by millions of adults around the world, but they were actually created by adults around the world. It wasnât a coincidence that GTA: San Andreas had cuss words, but 80-90% of the people playing that game were either my age (mid 20âČs) or older. That wasnât an accident, the people making it were doing what my favorite musicians had always done, making shit for themselves.
A few years after I had a paper I was writing that I needed help on. Â The topic I chose for my persuasive paper was that I thought that the argument that we had typically had against violent video games was forever over. Â The days of GTA lawsuits and Mortal Kombat hearings were over, and the Supreme Court of the United States had ruled that state laws preventing the sale of Mature rated games to minors was unconstitutional. Video games had done what I had done just recently, they had acknowledged that not only were they made and created by human adults but they were a national treasure that deserved every respect and protection of the law, which as Iâve found out since then is actually not enough.
Writing this paper 4-6 months after the Supreme Court decision meant that I had a good topic, with the ability the make a good point, but I was missing my final points I wanted to make. The points can be summed up as âWhere the fuck do we go from hereâ. Â We were officially in uncharted territory, and didnât know what threat was going to constitutionally assault us next. Â I emailed John cause he had moved on from my beloved 1up/1up Yours to create a parent focused What They Play. What They Play was a genius website that dedicated itself to assisting the ESRB ratings with much more detailed descriptions of what the ESRB gave a fragmented sentence to descrbing. Â My favorite explanation they gave was for Disgaea 3, explaining that after 100 hours of play that they had failed to see the tobacco references that are mentioned in the on the box warning. They went on to explain that they were positive the tobacco references were there, but gave the context that after 100 hours of play they had not encountered it. Itâs good for parents to know that tobacco references were there, but this in context reporting was even more important in my mind.
I reached out to John to answer some questions I had going forward from the courtâs ruling, and he was kind enough to respond in a timely and helpful manner. It meant the world to me, and listed below is the transcript of that. This exchange is a highlight of my life on the internet, and the number one reason why I have already bookmarked Glixel ahead of itâs editorial debut. Â Please enjoy.
How do you think the Supreme Courtâs decision involving video games has changed the conversation on the Gun Violence debate?
There's clearly still a generational issue associated with the conversation around video games, and sadly that's something that only time can affect. Honestly, I don't think that the Supreme Court decision has done much to change the conversation specifically, apart from providing a retort to those pointing fingers. Games are vilified because they are misunderstood. That misunderstanding doesn't just extend to the content itself - but also to the culture that surrounds them, and the systems that are in place to protect families.
The government is conducting studies on video games and their links to violence in young people. Suppose that they find a link, what is even possible to do about now that limiting their sale or censoring them seems off the table?
There's a lot that can be done around education and communication. The ESRB has been doing a fantastic job, and in the past five years has done a huge amount to expand its offerings, but it could do a lot more. It's not for want of trying. The ESRB's president, Patricia Vance, has done a spectacular job in drumming up support - but with more funding she could expand her team further and provide even more more information, and more support for parents and families. The organization is an independent body, and needs to remain that way, but it needs support.
The market is fragmenting right now - and another issue arises around "new" (well, not so new now) platforms where games are played extensively; notably iOS and Android. Apple is taking age-ratings more seriously as graphics in iOS games become more realistic - but the sheer volume of product in the mobile/table space is astronomical. There's already a discovery issue due to that volume, and that is compounded further if you're trying to discover information about games that contain content any individual may find acceptable.
The studies funded by the government will be the subject of much debate regardless of which way the findings ultimately go. As with any study, there'll be talk of manipulating statistics and trying to affect the outcome. I'd be quite surprised if there's a tangible link to video games and violence in young people.
That is quite different than finding violent content distasteful. There seems to be a reluctance to have a conversation about taste, comfort, or individual morals when it comes to video games. Everything is painted with a broad brush in an ill-conceived attempt to legislate. What's more important is providing families and teachers with clear, understandable information so they can react accordingly based on their own moral values. Providing some parenting support wouldn't hurt either; saying "no" can be hard - but there are ways to do it without it degenerating into something that causes a problematic relationship.
What do you think the most powerful thing the government could do to help ease peopleâs fear of video games making their children violent?
Get out of the way. This kind of thing is not for governments to try and legislate. The FTC praised the ESRB for its efforts recently, and that praise needs to be trumpeted loudly. Education around content is far more powerful than trying to instigate any kinds of rules about what can be sold or distributed. It's possible to take an objective approach to describing the content that is in video games, and the ESRB is doing a great job with that information. Right now it's all written though⊠if they can provide a greater service with video and images, those concerned will be able to easily get a glimpse of the content.
What are steps that you take that you could easily recommend to parents who are worried about what their kids might be playing, and how it would affect them?
Pay attention to what kids are playing and asking about. Be aware of what they're exposed to when not under their direct control (usually, kids are exposed to stuff parents are least happy about when they're with friends rather than when they're at home) and most importantly, pay attention to the ESRB ratings.