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Prepared by Majority Staff, Senate Committee on the Judiciary,
September 14, 1999
EXECUTIVE SUMMARY
Americans have grown increasingly alarmed about youth
violence. Far too many of our children are killing and
harming others. This report identifies and begins to
redress one of the principal causes of youth violence:
media violence.
The Problem: Youth Violence
According to the United States Department of Justice
("DOJ"), law enforcement agencies arrested
approximately 2.8 million juveniles in 1997. Of that
number, 2,500 were arrested for murder and 121,000 for
other violent crimes. Juveniles accounted for 19% of
all arrests, 14% of murder arrests, and 17% of all violent
crime arrests.
According to DOJ, the number of juvenile violent crime
arrests in 1997 exceeded the 1988 level by 49%.
According to a recent survey by the Centers for Disease
Control and Prevention, 5.9% of high school students
carried a gun in the 30 days prior to the survey. Eighteen
percent of high school students now carry a knife, razor,
firearm, or other weapon on a regular basis, and 9%
of them take a weapon to school.
A Principal Cause: Media Violence
The Committee report reviewed existing studies and
found:
Eighty-seven percent of American households have more
than one television, and almost 50% of children have
television in their rooms; 88.7% of homes with children
have home video game equipment, a personal computer,
or both. An average teenager listens to 10,500 hours
of rock music during the years between the 7th and 12th
grades.
By age 18 an American child will have seen 16,000 simulated
murders and 200,000 acts of violence.
Television alone is responsible for 10% of youth violence.
Modern music lyrics have become increasingly explicit
concerning sex, drugs, and violence against women.
A preference for heavy metal music may be a significant
marker for alienation, substance abuse, psychiatric
disorders, suicide risk, sex-role stereotyping, and
risk?taking behaviors during adolescence.
Violent video games have an effect on children similar
to that of violent television and film. Some experts
suggest an even greater pernicious effect, concluding
that the violent actions performed in playing video
games are more conducive to children's aggression. As
one expert concludes, "We're not just teaching
kids to kill. We're teaching them to like it."
America's youth are also exposed to violent words,
music, and images on the Internet, where there are more
than 1,000 websites espousing radical hate and bigotry
and violence.
More than 1,000 studies on the effects of television
and film violence have been done over the past 40 years.
The majority of these studies reach the same conclusion:
television and film violence leads to real-world violence.
The existing research shows beyond a doubt that media
violence is linked to youth violence. As one expert
concludes, "To argue against it is like arguing
against gravity."
Responsive, Responsible Steps for National Reform
The Report makes several recommendations for national
reform aimed at curbing the effects of violent media
on children, including measures that would:
Enact a limited antitrust exemption enabling the entertainment
industries to conduct joint discussions and enter into
agreements to develop voluntary guidelines and ensure
retail compliance with existing ratings systems;
Encourage the television, motion picture, music, and
video game industries to develop a uniform rating system
for their products;
Establish a biannual "report card" by the
Federal Trade Commission detailing the prevalence of
media violence and industry efforts to reduce it;
Require that retail establishments disclose music lyrics
to parents;
Ensure that parents will have access to filtering technology
that will enable them to block access to Internet content
they deem unsuitable for children;
Encourage Internet service providers to rid their systems
of "hate" material, and criminalize the posting
of such material, when posted to incite an act of violence;
Provide for a 2-year national campaign against youth
violence;
Limit the use of certain federal property, equipment,
or personnel in filming motion pictures or television
shows that glorify or endorse violence;
Require a Federal Trade Commission/Attorney General
joint study to determine the extent to which the entertainment
industries market violence to children;
Provide for a National Institute of Health study to
explore further the impact of violent video games and
music on children;
Establish a National Youth Violence Commission to study
and identify the causes of youth violence;
Establish a national media campaign to educate parents
about rating systems, the V-Chip, Internet filters,
and other tools available to shield children from media
violence;
Create a national clearinghouse on children and entertainment
violence, modeled on the National Clearinghouse for
Alcohol and Drug Information; and
Create financial incentives for entertainment companies
that would use federal property, equipment, or personnel
to create programs suitable for children.
Practical Guidance for Parental Empowerment
The report describes in detail the commonly used ratings
systems for television, motion pictures, music, video
games, and the Internet.
The report provides information about filtering and
monitoring technology available for use with personal
computers and the Internet.
The report details helpful suggestions from the American
Medical Association, the American Academy of Pediatrics,
and other experts about limiting the impact of violent
television and other media on children.
INTRODUCTION
Americans have felt a growing and nagging uneasiness
over the past several years. Yes, we have come to enjoy
unparalleled material prosperity, personal freedom,
and opportunity. And, yes, we live longer, healthier
lives. Yet, for all these achievements, we also sense
that our nation suffers from an insidious decay. Americans
would hardly be surprised to learn that we lead the
industrialized world in rates of murder, violent crime,
juvenile crime, imprisonment, divorce, single-parent
households, numbers of teen suicide, cocaine consumption,
per capita consumption of all drugs, and pornography
production.
The horrifying spate of school shootings during the
past two years has transformed that uneasiness into
an almost desperate alarm. Behind the facade of our
material comfort, we find a national tragedy: America's
children are killing and harming each other. As Colorado
Governor Bill Owens lamented in the wake of the Columbine
High School massacre, a "virus" is loose within
our culture, and that virus is attacking America's youth,
our nation's most vulnerable and precious treasure.
The statistics are chilling. In 1997, law enforcement
agencies in the United States arrested an estimated
2.8 millions persons under age 18.1 Of that number,
an estimated 2,500 juveniles were arrested for murder
and 121,000 for other violent crimes2 According to the
FBI, juveniles accounted for 19% of all arrests, 14%
of all murder arrests, and 17% of all violent crime
arrests in 1997.3
While the number of arrests of juveniles for violent
crimes declined slightly from 1996 to 1997, the number
of juvenile violent crime arrests in 1997 was still
49% above the 1988 level. 4
James Q. Wilson, one of our foremost experts on crime,
has observed, "Youngsters are shooting at people
at a far higher rate than at any time in recent history."5
The Centers for Disease Control and Prevention ("CDC")
reports that a recent survey showed that some 5.9% of
the American high school students surveyed said that
they had carried a gun in the 30 days prior to the survey6
. Equally troubling, that survey also shows that 18%
of high school students now carry a knife, razor, firearm,
or other weapon on a regular basis, and 9% of them take
a weapon to school7. While recent studies show that
the amount of youth violence has started to decline,
the CDC warns that "the prevalence of youth violence
and school violence is still unacceptably high."8
As a result of demographic trends, the problem of juvenile
violence could dramatically worsen as the number of
American teenagers will increase significantly over
the next decade. According to Department of Justice
estimates, the number of juveniles who will be arrested
for violent crimes will double by the year 2010.
Fortunately, our nation's growing alarm carries with
it a collective will for finding a solution. Americans
know that something is wrong, and they are united in
their desire to address the problem of youth violence.
Americans also realize that a variety of factors underlie
this national tragedy, including disintegrating nuclear
families, child abuse and neglect, drug and alcohol
abuse, a lack of constructive values, a revolving-door
juvenile justice system, and pervasive media violence.
Only a comprehensive approach that targets all of these
factors has any hope of success, and Americans look
to their elected leaders not for demagoguery or partisanship,
but for effective legislation and empowering public
policies.
Those who would focus solely on the instrumentalities
children use to cause harm surely are mistaken. After
all, there are unlimited ways that a child bent on violence
can harm another person. Thus, limiting the access of
troubled children to firearms and other weapons is but
one aspect of a comprehensive approach. The remainder
of that approach must address this question: Why does
a child turn to violence?
A growing body of research concludes that media violence
constitutes one significant part of the answer. With
respect to television violence alone, a 1993 report
by University of Washington epidemiologist Brandon S.
Centerwall expresses a startling finding: "[If],
hypothetically, television technology had never been
developed, there would be 10,000 fewer homicides each
year in the United States, 70,000 fewer rapes, and 700,000
fewer injurious assaults. Violent crime would be half
what it is."9 Plainly, any solution to the juvenile
violence problem that fails to address media violence
is doomed to failure.
MEDIA VIOLENCE
American media are exceedingly violent. With television,
analysis of programming for 20 years (1973 to 1993)
found that over the years, the level of violence in
prime-time programming remained at about 5 violent acts
per hour.10 An August 1994 report by the Center for
Media and Public Affairs reported that in one 18?hour
day in 1992, observing 10 channels of all major kinds
of programs, 1,846 different scenes of violence were
noted, which translated to more than 10 violent scenes
per hour, per channel, all day. A follow-up study conducted
in 1994, found a 41% increase in violent scenes to 2,605,
which translated to almost 15 scenes of violence per
hour.11 Like television, our cinemas are full of movies
that glamorize bloodshed and violence, and one need
only listen to popular music radio and stroll down the
aisle of almost any computer store to see that our music
and video games are similarly afflicted.
Not only are our media exceedingly violent; they are
also ubiquitous. The percentage of households with more
than one television set has reached an all-time high
of 87%, and roughly ½ of American children have
a television set in their room.12 Forty-six percent
of all homes with children have access to at least one
television set, a VCR, home video game equipment and
a personal computer, and 88.7% of such homes have either
home video game equipment, a personal computer, or both.13
What does that mean for our children? Most children
now have unprecedented technological avenues for accessing
the "entertainment" our media industries provide.
The average 7th grader watches about 4 hours of television
per day, and 60% of those shows contain some violence.
The average 7th grader plays electronic games at least
4 hours per week, and 50% of those games are violent.14
According to the American Psychiatric Association, by
age 18 an American child will have seen 16,000 simulated
murders and 200,000 acts of violence.15
The Littleton, Colorado school massacre has spawned
a national debate over how to respond to this culture
of media violence. In May 1999, a USA Today/CNN/Gallup
poll found that 73% of Americans believe that TV and
movies are partly to blame for juvenile crime. A TIME/CNN
poll found that 75% of teens 13 to 17 years of age believe
the Internet is partly responsible for crimes like the
Littleton shootings, 66% blame violence in movies, television,
and music, and 56% blame video game violence.
In response, many, including the President, have called
for studies to determine what effect that culture has
on our children. Yet, we should not use such studies
to dodge our responsibility to the American people.
At least with respect to television and movies, existing
research already demonstrates a solid link between media
violence and the violent actions of our youth. Dr. Leonard
D. Eron, a senior research scientist and professor of
psychology at the University of Michigan, has estimated
that television alone is responsible for 10% of youth
violence.16 "The debate is over," begins a
position paper on media violence by the American Psychiatric
Association, "[f]or the last three decades, the
one predominant finding in research on the mass media
is that exposure to media portrayals of violence increases
aggressive behavior in children."17 In the words
of Jeffrey McIntyre, legislative and federal affairs
officer for the American Psychological Association,
"To argue against it is like arguing against gravity."
18
A. Television and Film Violence
It has been estimated that more than 1,000 studies
on the effects of television and film violence have
been done during the past 40 years.19 In the last decade
the American Medical Association, the American Academy
of Pediatrics, the American Academy of Child and Adolescent
Psychiatry, and the National Institute of Mental Health
have separately reviewed many of these studies. Each
of these reviews has reached the same conclusion: television
violence leads to real?world violence.20 The National
Institute of Mental Health reported that "television
violence is as strongly correlated with aggressive behavior
as any variable that has been measured." A comprehensive
study conducted by the Surgeon General's Office in 1972,
and updated in 1982, found television violence a contributing
factor to increases in violent crime and antisocial
behavior; a 1984 United States Attorney General's Task
Force study on family violence revealed that viewing
television violence contributed to acting?out violence
in the home;21 and recently, the National Television
Violence Study, a 3-year project that examined the depiction
of violent behavior across more than 8,200 programs,
concluded that televised violence teaches aggressive
attitudes and behaviors, desensitization to violence,
and increased fear of becoming victimized by violence.22
The majority of the existing social and behavioral science
studies, taken together, agree on the following basic
points: (1) constant viewing of televised violence has
negative effects on human character and attitudes; (2)
television violence encourages violent forms of behavior
and influences moral and social values about violence
in daily life; (3) children who watch significant amounts
of television violence have a greater likelihood of
exhibiting later aggressive behavior; (4) television
violence affects viewers of all ages, intellect, socioeconomic
levels, and both genders; and (5) viewers who watch
significant amounts of television violence perceive
a meaner world and overestimate the possibility of being
a victim of violence.23
The research has also shown that television violence
can harm even young children. Researchers have performed
longitudinal studies of the impact of television violence
on young children as they mature into adults. One such
study, begun in 1960, examined 600 people at age 8,
age 18, and age 30. The researchers concluded that boys
at age 8 who had been watching more television violence
than other boys grew up to be more aggressive than other
boys, and they also grew up to be more aggressive and
violent than one would have expected them to be on the
basis of how aggressive they were as 8-year?olds.24
A second similar study, which included girls, arrived
at a similar conclusion: children who watched more violence
behaved more aggressively the next year than those who
watched less violence on television, and more aggressively
than anticipated based on their behavior the previous
year.25 Professor L. Rowell Huesmann, one of the researchers
behind these studies, summarized his findings before
a Senate committee earlier this year:
Not every child who watches a lot of violence or plays
a lot of violent games will grow up to be violent. Other
forces must converge, as they did recently in Colorado.
But just as every cigarette increases the chance that
someday you will get lung cancer, every exposure to
violence increases the chances that some day a child
will behave more violently than they otherwise would.
26
Some experts also believe that children can become
addicted to violence. "Violence is like the nicotine
in cigarettes," states Lt. Col. Dave Grossman,
a former Green Beret and West Point psychology professor
who now heads the Killology Research Group. "The
reason why the media has to pump ever more violence
into us is because we've built up a tolerance. In order
to get the same high, we need ever?higher levels. .
. . The television industry has gained its market share
through an addictive and toxic ingredient." 27
Not surprisingly, many have come to view television
and film violence as a national public health problem.
The American Academy of Pediatrics, for instance, recently
published a report advocating a national media education
program to mitigate the negative impact of the harmful
media messages seen and heard by children and adolescents.28
Robert Lichter, president of the Center for Media and
Public Affairs, a nonprofit research group in Washington,
D.C., has framed the issue in language we can all understand:
"If you're worried about what your kid eats, you
should worry about what your kid's watching."29
B. Other Media Violence
Less research has been done on the effect of music,
video games, and the Internet on children. Nonetheless,
on the basis of both that research and the research
findings concerning television and film, experts confidently
predict that violent music, video games, and Internet
material also will be found to have harmful effects
on children.
Music
Few would doubt the overall effect music has on people.
In Plato's Republic, Socrates said that "musical
training is a more potent instrument than any other,
because rhythm and harmony find their way into the inward
places of the soul, on which they mightily fasten."
Music affects our moods, our attitudes, our emotions,
and our behavior; we wake to it, dance to it, and sometimes
cry to it. From infancy it is an integral part of our
lives.
As virtually any parent with a teenager can attest,
music holds an even more special place in the hearts
and minds of our young people. Academic studies confirm
this wisdom. One survey of 2,760 14?to?16-year?olds
in 10 different cities found that they listened to music
an average of 40 hours per week.30 Research has also
shown that the average teenager listens to 10,500 hours
of rock music during the years between the 7th and 12th
grades.31
Inadequate attention has been paid to the effect on
children of violent music lyrics. Although no studies
have documented a cause?and?effect relationship between
violent lyrics and aggressive behavior, studies do indicate
that a preference for heavy metal music may be a significant
marker for alienation, substance abuse, psychiatric
disorders, suicide risk, sex?role stereotyping, or risk?taking
behaviors during adolescence.32 In addition, a Swedish
study has found that adolescents who developed an early
interest in rock music were more likely to be influenced
by their peers and less influenced by their parents
than older adolescents.33
With good reason, then, parents are concerned about
the music lyrics their children hear. And parents should
be concerned. Despite historic, bipartisan remedial
legislation by the state and federal governments, it
is stunning even to the casual listener how much modern
music glorifies acts of violence. Studies show that
modern music lyrics have become increasingly explicit,
particularly concerning sex, drugs, and, most troubling,
violence against women.34 For example, the rock band
Nine Inch Nails released a song titled "Big Man
with a Gun," which triumphantly describes a sexual
assault at gun point. Such hatred and violence against
women are widespread and unmistakable in mainstream
hip?hop and alternative music. Consider the singer "Marilyn
Manson," whose less vulgar lyrics include: "Who
says date rape isn't kind?"; "Let's just kill
everyone and let your god sort them out"; and "The
housewife I will beat, the pro?life I will kill."
Other Manson lyrics cannot be repeated here. Or consider
"Eminem," the hip?hop artist featured frequently
on MTV, who recently wrote "Bonnie and Clyde,"
a song in which he described killing his child's mother
and dumping her body in the ocean.
One should hope that the music industry would, at the
very least, ostracize such material. Regrettably, however,
the industry has chosen to embrace it. How else would
the industry explain a 1998 Grammy nomination for Nine
Inch Nails? A 1999 Grammy nomination for Marilyn Manson?
MTV's "Best New Artist" award to Marilyn Manson
last year and Eminem this year? Or the fact that, despite
growing concern about such music, Eminem and Nine Inch
Nails performed just last week at MTV's Video Music
Awards show, televised across the country during prime
time? It would be inconsistent with our First Amendment
freedoms for government to prohibit such music. But
surely it is not too much to ask that the music industry
refrain from rewarding and celebrating these purveyors
of filth and violence.
We must not ignore the fact that these violent, misogynist
images may ultimately affect the behavior and attitudes
of many young men toward women. Writing about such lyrics
in 1996, William J. Bennett, Senator Joseph Lieberman,
and C. DeLores Tucker posed the following question:
"What would you do if you discovered that someone
was encouraging your sons to kill people indiscriminately,
to find fun in beating and raping girls, and to use
the word 'motherf-er' at least once in every sentence?"35
While the authors directed that question specifically
to parents, it is best addressed to all Americans.
Video Games and the Internet
Interactive video games and the Internet have become
the entertainment of choice for America's adolescents.
Nearly seven in ten homes with children now have a personal
computer (68.2%), and 41% of homes with children have
access to the Internet.36 Annual video game revenues
in the United States exceed $10 billion, nearly double
the amount of money Americans spend going to the movies.37
On average, American children who have home video game
machines play with them about 90 minutes a day.38
The video games of choice for our youth are those that
contain depictions of violence. A 1993 study, for instance,
asked 357 seventh? and eighth?graders to select their
preferences among five categories of video games. Thirty?two
percent of the children selected the category "fantasy
violence," and 17% selected "human violence."
Only 2% of the children chose "educational games."39
Parents are concerned that the fantasy violence in
video games could lead their children to real?world
violence. That concern intensified when Americans learned
that the two juveniles responsible for the Littleton
massacre had obsessively played the ultra?violent video
game "Doom." Americans also recalled that
the 14-year?old boy who shot eight classmates in Paducah,
Kentucky in 1997, had been an avid player of video games.
As the New York Times observed, "the search for
the cause in the Littleton shootings continues, and
much of it has come to focus on violent video games."40
Here, too, the concern of parents is justified. Studies
indicate that violent video games have an effect on
children similar to that of violent television and film.
That is, prolonged exposure of children to violent video
games increases the likelihood of aggression.41 Some
authorities go even further, concluding that the violent
actions performed in playing video games are even more
conducive to aggressive behavior. According to this
view, the more often children practice fantasy acts
of violence, the more likely they are to carry out real?world
violent acts.42 As Professor Brian Stonehill, creator
of the media studies program at Pomona College in Claremont,
California, states: "The technology is going from
passive to active. The violence is no longer vicarious
with interactive media. It's much more pernicious and
worrisome." Another researcher characterizes such
games as sophisticated simulators, similar to those
used in military training.43
Equally troubling, video games often present violence
in a glamorized light. Typical games cast players in
the role of a shooter, with points scored for each "kill."
Furthermore, advertising for such games often touts
the violent conduct as a selling point??the more graphic
and extreme, the better. For example, the advertisement
for the game "Destrega" reads: "Let the
slaughter begin"; and for the game "Subspace,"
"Meet people from all over the world, then kill
them." As the popularity and graphic nature of
such games increase, so does the harm to our youth.
As Lt. Col. Dave Grossman bluntly warns, "We're
not just teaching kids to kill. We're teaching them
to like it."44
C. Marketing of Media Violence
Given the evidence that violent materials in television,
films, music, video games, and the Internet have harmful
effects, we must be concerned about how, and to what
extent, these materials are marketed, sold, and otherwise
made available to children. The evidence is not encouraging.
Any frequent visitor to a movie theater could confirm
that theater personnel are less than diligent in preventing
juveniles from viewing R?rated movies. And for many
of these films, such as "teen?slasher" hits
"Scream," "Disturbing Behavior,"
and "I Know What You Did Last Summer," America's
youth are in fact the target audience.
The story is maddeningly similar for video games, the
Internet, and music. The National Institute on Media
and Family found that, despite the rating system in
place for video games, in 1998, only 21% of retail and
rental stores had any policies prohibiting the sale
or rental of adult games to minors. Earlier this year
the Senate Commerce Committee heard testimony about
a 12-year?old boy who bought the video games "Doom"
and "Quake"??both of which are rated for adults
only??at a Washington, D.C. video store at the recommendation
of the store clerk.45 The National Institute on Media
and the Family also found that some manufacturers of
video games are marketing to children ultra?violent
products rated only for adults. One such video game,
"Resident Evil 2," was advertised in the magazine
"Sports Illustrated for Kids."
As for the Internet, there are thousands of websites
celebrating hate, racism, extremism, and violence (not
to mention misogyny, drug manufacturing and use, and
pornography). One such site is operated by the notorious
World Church of the Creator, which claims to be "established
for the survival, expansion and advancement of our white
race exclusively," and is engaged in a struggle
against the "Jewish occupational Government of
the United States."46 In the past several months
several hate crimes (including multiple) murders have
been linked to adherents of this "church."
Some websites also offer versions of popular video games
illegally altered to promote racism and violence. For
example, the game "White Power Doom," adapted
from the game "Doom," promotes a neo-Nazi
agenda; another such game, "White Power Wolfenstein,"
is replete with Nazi symbols and imagery of the Holocaust.
Without filtering/blocking technology and a rating system,
such websites can be explored by anyone with a computer
and access to the Internet, including children. As discussed
in detail below, the Entertainment Software Rating Board
("ESRB") has developed a promising voluntary
rating system for Internet material, for which they
should be commended. Unfortunately, the effectiveness
of the system has been undermined by the unwillingness
of web site operators to submit information about their
sites to the ESRB.
Finally, with respect to music, the labeling program
is voluntary, and many retailers simply choose not to
restrict purchasing by minors. It was hardly surprising,
then, when the Senate Commerce Committee heard how the
same 12-year-old who purchased adult-only video games
bought a Marilyn Manson compact disc from a Washington,
D.C. record store. Ironically, the warning label on
the disc was covered by the price tag.
RESPONSIBLE, RESPONSIVE STEPS FOR NATIONAL REFORM
Former United States Senator Paul Simon observed several
years ago that "Thirty seconds of a soap bar commercial
sells soap. Twenty-five minutes worth of glorification
of violence sell violence." Hence, having fed our
children death and horror as entertainment, we should
not be surprised by the outcome. But we are not powerless
to address the problem. Americans need to respond to
the problem of media violence in a responsible manner.
If we take steps at both the national level-by dealing
with the marketing of, and access to, violent media-and
at the most local of levels-by empowering parents to
exercise greater control over the material their children
access-we can significantly reduce the impact of violent
media on our young people.
With respect to national reform, the Senate recently
adopted the "Violent and Repeat Juvenile Offender
Accountability and Rehabilitation Act of 1999"
(the "Juvenile Justice Act"). This legislation,
summarized below, adopts a comprehensive approach which
confronts youth violence on several fronts, including
media violence.
A. The Violent and Repeat Juvenile Offender Accountability
and Rehabilitation Act of 1999
The Juvenile Justice Act implements a comprehensive
strategy aimed at addressing the problem of juvenile
violence. The legislation devotes substantial resources
to state and local governments for the continued development
and implementation of innovative and effective accountability
and prevention programs. The legislation also targets
the growing national problem of criminal street gangs,
which frequently lure juveniles into illicit activity,
and it works to keep firearms and explosives out of
the hands of children.
Equally important, the act begins to confront what
experts consider a principal cause of juvenile violence:
depictions of violence in the media. The relevant provisions,
summarized below, seek to reduce children's exposure
to media violence by encouraging corporate responsibility
and empowering parents.
In the spirit of limited self?government, we believe
that corporate responsibility is best spurred through
moral suasion, not government compulsion. This approach,
reflected in the Juvenile Justice Act, has the added
advantage of emphatically respecting our First Amendment
traditions. We do not seek to regulate content; we aim
instead to facilitate the free expression of corporate
responsibility and simple decency.
Promising signs abound that at least some media figures
welcome this challenge. Earlier this year Gary Ross,
writer and director of movies such as "Pleasantville,"
"Dave," and "Big," promised that
"on each screenplay, I will ask myself what the
ramifications are to the culture in which I live and
the children who may see these films." "Star
Wars" creator George Lucas warned that "films
that are extremely violent in a context that violence
is fun, hurting other people is fun, is a very negative
thing. People in the film industry . . . should take
personal responsibility for what they're saying and
what they're doing." In the Internet industry,
Steve Case, chairman of America Online, has agreed to
take steps to limit the access of children to violent
video games on the Internet. And from the music business,
BMG President and CEO Strauss Zelnick's views stand
as the model we urge others to emulate: "There
is no question that the First Amendment would allow
us to do whatever we want, but I believe we are all
editors, and editors have a social responsibility and
responsibility to themselves to decide what they want
to publish. . . . There's clearly a line that we won't
cross."
Industry Ratings Enforcement
The legislation provides for the voluntary cooperation
of the entertainment industries to develop, implement,
and enforce voluntary programming guidelines to remove
harmful influences on children. The legislation provides
a limited exemption from antitrust laws that enables
the relevant industries to conduct joint discussions
and enter into agreements to develop voluntary guidelines
and ensure retail compliance with existing ratings and
labeling systems.
Media Campaign Against Youth Violence
The bill provides for a 2-year national media campaign
against youth violence. This campaign, for which the
Senate has authorized $25 million, will be developed
in consultation with national, statewide, and community?based
youth organizations, including the Boys and Girls Clubs
of America.
Restrict Access to Federal Property for Production
of Violent Media
The act restricts the use of federal property, equipment,
or personnel for filming motion pictures or television
shows for commercial purposes that glorify or endorse
violence.
Parental Empowerment Through Internet Screening
This measure brings the V-Chip concept to the Internet.
Internet service providers will be required to offer
screening/filtering technology that enables parents
to limit their children's access to material on the
Internet. Parents can use these tools to block access
to on?line content and web sites they deem unsuitable
for their children. Many in the Internet industry deserve
praise for already moving to develop and distribute
this technology.
Studies and Reports
The legislation also provides for further studies concerning
media violence and establishes a national commission
that will, with the help of parents and children, identify
the causes of youth violence.
National Institute of Health Study
This study will explore the impact of violent video
games and music on child development and youth violence.
The study will eliminate a gap in existing research,
which to date has focused largely on the impact of television
and film. We need not, however, await the results of
this study before taking action to address these forms
of media violence. Existing research suggests that violent
music lyrics have the same deleterious effect on our
youth as television and film violence. And as for video
games and the Internet, experts predict that the interactive
nature of the violence will cause even more harm than
these other media forms.
Federal Trade Commission/Attorney General Joint
Study
The legislation provides for a joint study of the marketing
practices of the motion picture, recording, and video/personal
computer game industries. The study, like previous studies
directed at the practices of the tobacco industry, will
focus on the marketing of violent or sexually explicit
material to minors, and on whether retail merchants,
movie theaters, and others have policies to keep minors
away from these harmful products. In carrying out this
study the FTC and the Attorney General are authorized
to subpoena marketing plans and internal memoranda to
determine to what extent these industries are pushing
violence to our youth.
National Youth Violence Commission
Finally, the act establishes a National Youth Violence
Commission which will conduct a comprehensive factual
study of incidents of youth violence to determine the
root causes of youth violence. The Commission, comprising
16 members, will examine, among other things, the effect
on youth of depictions of violence in the media. In
fulfilling its mandate, the Commission may hold hearings,
take testimony from parents and students, and subpoena
information. The Commission will report its findings
to the President and Congress.
B. Proposals for Further Action
While the Juvenile Justice Act represents a promising
start, much more needs to be done to reduce media violence.
Further steps should be animated by the two imperatives
that underlie the Juvenile Justice Act: encouraging
corporate responsibility and empowering parents. Many
media executives appear sincere in expressing their
concerns about media violence. Thus, absent signs that
this optimistic view of the industry is mistaken, policy
proposals should facilitate, rather than compel, the
exercise of corporate responsibility. As for parents,
it bears repeating that they remain our most promising
allies in this effort. Public policy initiatives therefore
must empower them to fulfill their protective responsibilities.
National Media Campaign to Educate Parents
The effectiveness of V-Chips, Internet filters, rating
systems and the like depend on the ability and willingness
of parents to use those devices. Recent research, however,
suggests we have failed to educate parents about these
tools. For instance, recent studies conducted by the
Annenberg Public Policy Center at the University of
Pennsylvania have revealed that parents' knowledge of
the V-Chip and the related television rating symbols
is actually declining.47 This lack of knowledge likely
explains why 62% of parents reported that they had not
used the age?based rating system in selecting what their
children watched on television.48
Congress should direct and implement a national media
campaign, similar to those used for drugs, smoking,
and drunk driving prevention, to educate parents about
the tools at their disposal. This campaign, which would
be administered by the Department of Justice's Office
of Juvenile Justice and Delinquency Prevention,49 would
make use of all forms of media. We urge the media industries
to join the Department of Justice in developing and
implementing this campaign. National Parents' Clearinghouse
on Children and Entertainment Violence 50
Congress should establish a national clearinghouse
on children and entertainment violence, which could
be modeled on the National Clearinghouse for Alcohol
and Drug Information. The clearinghouse would provide
material on the following topics, among others: the
ways that children learn violence, how to select appropriate
toys, how to teach children anger management and conflict
resolution skills, and ways that parents can teach their
values to their children.
Development of a Uniform Rating System
The television, motion picture, music, video game,
and Internet industries currently employ separate rating
systems. Asking parents and retailers to master each
of these differing systems needlessly complicates their
ability to shield children from harmful material. These
industries should be encouraged to develop and implement
a universal rating system for television, movies, music,
video games, and the Internet. We should ensure that
there are no regulatory or other governmental obstacles
that would prevent these industries from designing and
implementing such a system. Senator John McCain has
introduced a bill, the "Media Violence Labeling
Act of 1999," that would encourage the development
of such a rating system.
Document Voluntary Efforts of Media Industries
Rating systems and labels can be effective, yet the
entertainment industries should not persist in using
the ratings systems as an excuse for failing to take
additional steps to reduce media violence. As former
Secretary of Education William J. Bennett has noted,
"If a toxic?waste dump is polluting the environment,
would nearby residents be mollified if the corporate
polluters agreed merely to put up a sign saying, 'Danger:
Toxic Waste'? Of course not."
While some segments of the entertainment industry are
making needed reforms, monitoring is warranted. In the
words of President Reagan, "trust but verify."
Thus, the Federal Trade Commission should prepare a
biannual "report card" detailing the prevalence
of violence in the media, as well as the efforts undertaken
by the entertainment industry to reduce it.
Disclosure of Music Lyrics
As stated above, a primary policy goal must be to empower
parents to shield their children from harmful media
influences. Empowerment often means simply ensuring
that parents have ready access to relevant information.
For instance, parents frequently complain that, with
respect to the music their children buy, parents are
unable to screen the lyrics beforehand. Consideration
should be given to a proposal that would require retail
establishments that sell music to make the lyrics of
any album, compact disc, tape, or other medium available
for on?site parental review.
Use of Government Facilities
As described above, the Juvenile Justice Act contains
a provision that will restrict the use of federal property,
equipment, or personnel for filming motion pictures
or television shows for a commercial purpose that glorifies
or endorses violence. Encouragement, through financial
incentives, should be given to those who would use federal
property, equipment, or personnel to create films or
programs suitable for children. To that end, relevant
federal agencies should make those items available at
reduced rates to individuals or entities who would make
such use of them.
Internet Hate Ban
The proliferation of messages of hate and violence
on the Internet raises the possibility that federal
legislation is needed to protect impressionable youth
from such material. Any such legislation should accomplish
two objectives: (1) encourage Internet service providers
to rid their systems of material intended to incite
a person to commit an act of violence, and (2) proscribe,
under penalty of criminal prosecution, the posting of
such material on the Internet, when posted with the
intent to incite an act of violence.
Parental Empowerment and Guidance
While government can play an important role in ending
youth violence, we agree with the wisdom expressed by
Representative Henry Hyde, the Chairman of the House
Judiciary Committee: "Parents ultimately bear the
responsibility for the environment in which their children
are raised. We can pass laws to keep this garbage out
of the hands of kids, but parents have to guide their
children away from the polluting environment the greedy
purveyors of violence are eager to sell." Yet,
as noted above, too many parents lack the necessary
information to guide their children away from violent
media.
This final chapter provides parents information concerning
the existing ratings systems for motion pictures, television,
music, video games, and the Internet. In addition, the
chapter provides some practical guidance for parents
seeking to limit exposure to violent programming and
reduce the effect of such programming on their children.
A. Commonly Used Rating Systems
The rating systems used by the various media industries
are designed, in part, to empower parents, teachers,
and other adults to shield children from media violence.
As described above, a national, uniform rating system
would prove more useful to parents, and such a system,
it is believed, will eventually be implemented. In the
meantime, the effectiveness of existing systems is undermined
to the extent parents do not know about or understand
them.51 To help remedy that problem, summaries of the
current media rating systems are set forth below.
Motion Pictures
Films receive one of the following five rating symbols
from the Rating Board of the Motion Picture Association
of America ("MPAA"):
(1) "G": General Audiences--All Ages Admitted.
A film with this rating has been judged to contain nothing
in theme, language, nudity and sex, violence, or other
material that would, in the opinion of the Rating Board,
offend parents. Parents, however, should bear in mind
that, in the words of the MPAA, a "G" rating
is not a "certificate of approval" and does
not signify a film for children.
(2) "PG": Parental Guidance Suggested. Some
Material May Not Be Suitable For Children.
This rating indicates a film that clearly needs to be
examined by parents before their children are allowed
to view it. Parents may consider some of the material
unsuitable for children, including the theme of the
film, profanity, violence, or brief nudity. There is,
however, no drug use content in a PG-rated film.
(3) "PG-13": Parents Strongly Cautioned.
Some Material May Be Inappropriate For Children Under
13.
This rating represents a sterner warning which should
alert parents that they should be very careful about
the attendance of their preteen children. This type
of film exceeds the "PG" rating in theme,
violence, nudity, sensuality, or language. For example,
the single use of one of the harsher sexually-derived
words will require at least a "PG-13" rating.
Such elements do not quite rise to the level of an "R"
rated film. A film rated "PG-13" may also
contain some drug use.
(4) "R": Restricted, Under 17 Requires Accompanying
Parent Or Adult Guardian.
An "R"-rated film may include patently offensive
language, tough violence, nudity with sensual scenes,
drug abuse, or some combination of those elements. The
MPAA strongly urges parents to find out more about such
films before allowing their children to accompany them.
(5) "NC-17": No one 17 And Under Admitted.
A film with an "NC-17" rating is one that,
in the judgment of the MPAA, most parents will find
highly inappropriate for minor children. Thus, theater
owners are instructed not to admit any person less than
18 years to such a film. A film can receive this rating
on the basis of violence, sex, aberrational behavior,
drug abuse, or other elements that parents would not
want their children to view.
Television
The television industry has developed a voluntary rating
system comprising six age-based labels and four content-based
labels. The system categorizes programs on the basis
of age and/or maturity, sexual situations, violence,
language, and dialogue. The labels, which are designed
for use with new technology commonly called the "V-chip,"
are displayed for 15 seconds on television screens at
the beginning of rated programming.
The aged-based labels, which are modeled after the
MPAA rating system for films, are as follows:
(1) "TV-Y": All Children
Whether animated or live-action, the themes and elements
in this type of program are designed for very young
children. These programs are not expected to frighten
young children.
(2) "TV-Y7": Directed to Children Ages 7
and Above
These programs will be more appropriate for children
mature enough to distinguish between make-believe and
reality. Themes and elements may include mild fantasy
or comedic violence, and these programs may frighten
children younger than 7.
(3) "TV-G": General Audience
Most parents would find this type of program suitable
for all ages, including younger children. These programs
contain little or no violence, no strong language, and
little or no sexual dialogue or situations.
(4) "TV-PG": Parental Guidance Suggested
This rating indicates that parents might find some of
the material in the program unsuitable for younger children.
The theme of the program itself may call for parental
guidance, or the program may contain moderate violence,
some sexual situations, infrequent coarse language,
or some suggestive dialogue.
(5) "TV-14": Parents Strongly Cautioned
These programs contain material that many parents would
find unsuitable for children younger than 14, including
intense violence, intense sexual situations, strong
coarse language, or intensely suggestive dialogue. Parents
are cautioned against allowing children under the age
of 14 watch such a program unattended.
(6) "TV-MA": Mature Audiences Only
This rating is used with programs specifically designed
to be viewed by adults only. These programs, which may
be unsuitable for children under 17, contain graphic
violence, explicit sexual activity, or crude or indecent
language.
The content-based ratings, which provide additional
information about possibly objectionable material, are
as follows:
(1) "FV": Fantasy Violence
This content rating is used with the "TV-Y7"
rating for programs where fantasy violence is more intense
or more combative than other programs in the "TV-Y7"
category.
(2) "V": Violence
(3) "S": Sexual Situations
(4) "L": Coarse Language
(5) "D": Suggestive Dialogue
The content ratings "V," "S," "L,"
and "D" are used with adult programming, that
is, with the age?based ratings of "TV?PG,"
"TV?14," and "TV?MA."
Parents should note that one major broadcaster, NBC,
refuses to use the content-based ratings, believing
that they constitute unacceptable government censorship.
For a similar reason, one major cable network, Black
Entertainment Television ("BET"), does not
use any part of the television rating system.
In the Telecommunications Act of 1996 Congress required
that all new television sets with 13" inch or larger
picture screens contain a feature that would enable
viewers to block the display of unwanted television
programming.52 This technology, commonly called the
"V-Chip," is a computer chip that can detect
program ratings information that is transmitted with
the television signal. The V-Chip works with the television
rating systems by reading information encoded in the
television program and blocking content based on either
the age?based labels, the content?based labels, or a
combination of the two, as determined by parents.53
Rules adopted by the Federal Communications Commission
require that television manufacturers must include V-Chip
technology in at least half of their product models
with a 13" or larger screens by July 1, 1999, and
the other half by January 1, 2000. In June 1999, the
Consumer Electronics Manufacturers Association reported
that all of the major television manufacturers had installed
V-Chips in at least half of their new sets. These manufacturers,
which include Hitachi, JVC, Matsushita, Mitsubishi,
Philips, Sanyo, Samsung, Sharp, Sony, Toshiba, Thomson,
and Zenith, represent approximately 90% of all sets
sold in the United States.54 Nonetheless, when purchasing
a new television set, parents should confirm that the
set has V-Chip technology.
Music
The Recording Industry Association of America ("RIAA")
has developed a rating program that alerts parents to
music containing coarse language or expressions of violence,
sex, or substance abuse. Under this program, record
companies voluntarily identify recordings that contain
such material and affix a "Parental Advisory"
label to the packaging of the recording.
While this rating program represents a much?needed
first step, more must be done to help parents screen
harmful music lyrics. As noted above, a uniform rating
system should be implemented, and in the interim, the
RIAA should adopt content?based ratings similar to those
used with other media. In addition, lyrics should be
made available to parents upon request.
Video Games
The leading rating system for video games is that developed
by the Entertainment Software Rating Board ("ESRB"),
an entity established in 1994 by the Interactive Digital
Software Association, the leading trade association
for the interactive entertainment software industry.55
Created by Dr. Arthur Pober, an educational psychologist
and former head of the Children's Advertising Review
Unit of the Council of Better Business Bureau, this
voluntary rating system was developed to provide parents
and consumers credible information about the content
of video and computer games. As of January 1998, the
ESRB had rated more than 5,000 titles. The system covers
software for all types of platforms, including personal
computers, CD?ROM, and video game cartridge consoles.
The ESRB rating system uses 5 age-based categories
supplemented with short phrases called "descriptors,"
which further explain the content of games. The age-based
labels, which can be found on the front of the software
package, are as follows:
(1) "EC"--"Early Childhood": Games
with this rating have content suitable for children
ages 3 and older and do not contain any material that
parents would find inappropriate.
(2) "E"--"Everyone": These games
have content suitable for persons 6 and older. According
to the ESRB, these games may contain minimal violence,
some slapstick comedy, or some crude language.56
(3) "T"--"Teen": Titles with this
rating have content suitable for ages 13 and older,
which may include violent content, mild or strong language,
or suggestive themes.
(4) "M"--"Mature": These games,
which have content suitable for persons 17 or older,
contain more intense violence and/or language, as well
as mature sexual themes.
(5) "AO"--"Adults Only": Games
with this rating contain content suitable only for adults,
including graphic depictions of sex and/or violence.
These products are not intended to be sold or rented
to persons under the age of 18.
Parents may find some games with the label "RP"
affixed to the front of the package. This label, which
is shorthand for "Rating Pending," indicates
that the product has been submitted to the ESRB and
is awaiting final rating.
The following are the most common ESRB "descriptors,"
which can be found on the back of the software package:
(1) "Mild Animated Violence": scenes involving
characters in the depiction of unsafe or hazardous acts
or violent situations.
(2) "Mild Realistic Violence": scenes involving
characters in the depiction of unsafe or hazardous acts
or violent situations in realistic or photographic detail.
(3) "Comic Mischief": scenes depicting activities
that have been characterized as slapstick or gross vulgar
humor.
(4) "Animated Violence": depictions of aggressive
conflict involving characters.
(5) "Realistic Violence": realistic or photographic-like
depictions of body parts.
(6) "Animated Blood and Gore": animated or
cartoon-like depictions of mutilation or dismemberment
of body parts.
(7) "'Realistic Blood and Gore": depictions
of blood and/or gore in realistic or photographic-like
detail.
(8) "Animated Blood": animated or cartoon-like
depictions of blood.
(9) "Realistic Blood": scenes involving representations
of blood in a realistic or photographic-like detail.
(10) "Mild Language": contains the use of
words such as "damn."
(11) "Strong Language": contains common four-letter
words, including anatomical references.
(12) "Suggestive Themes": contains mildly
provocative sexual references or material.
(13) "Mature Sexual Themes": provocative
material, including depictions of the human body in
either animated or photograph-like formats.
(14) "Strong Sexual Content": graphic depiction
of sexual behavior and/or the human body (e.g., frontal
nudity) in either animated or photographic-like detail.
(15) "Gaming": depiction of betting-like
behavior.
(16) "Use of Tobacco and Alcohol": images
of the use of tobacco and/or alcohol in a manner that
condones or glorifies their use.
(17) "Use of Drugs": images of the use of
drugs in a manner that condones or glorifies their use.
B. Internet Screening and Other High?Tech Tools
The proliferation of personal computers and the Internet
pose daunting new challenges to parents. Unlike other
forms of media, the Internet, with its constantly changing
content, does not lend itself easily to a rating system.
What is more, the efforts of parents to block objectionable
content are often frustrated by their children's computer
prowess. Not surprisingly, many parents view the Internet
as both a blessing and a curse.
Yet, parents do have at their disposal numerous tools
to shield children from Internet content they find unsuitable.
First, and most basic, parents can place the household
computer in a common area frequented by other family
members. In this way a child's curiosity would be tempered
by a fear of detection.
Parents can also seek a technological fix. Software
filters exist that allow parents to block sexual or
violent content, restrict their children's e-mail, limit
the amount of time children spend over the Internet,
and track the Internet sites they visit. Parents can
obtain many of these filters on the Internet. In addition,
web browsers are available that integrate filtering
features. Finally, parents should check with their Internet
Service Providers, many of which provide parental filters.
57
A helpful development in this area is the creation
of rating systems for Internet sites and games. Perhaps
the most promising is a system based on the one described
above for packaged video games. This system, developed
in 1997 by the ESRB (the same entity that rates video
games), uses the same 5 age?based rating labels ("EC",
"E", "T", "M", and "AO")
for "contained" sites that do not allow interaction
between the site and the user or exchange of content
or other information that could influence suitability
of use. For interactive sites that provide opportunities
for the user to engage in an interactive experience,
the system assigns the same labels, except that each
label is followed by the letter "I" (thus,
"ECI", "EI", "TI", "MI",
and "AOI"). The "I" cautions that
the user can exchange information with other users who
may have differing or controversial opinions, or who
may influence game play. Like the video game rating
system, the Internet rating system uses "descriptors"
to further explain the content of Internet sites and
games. As with the V-Chip and television ratings, filtering
technology used in conjunction with the ESRB ratings
will empower parents to shield their children from unsuitable
material.
Another useful, all?purpose tool for parents, called
"GetNetWise," can be accessed online at Internet
address "www.getnetwise.org." This resource,
developed by a group of Internet industry corporations
and public interest corporations, provides a glossary
of Internet terms, a guide to online safety for families,
directions for reporting online trouble to law enforcement
and child advocacy groups, a directory of Internet filtering
and monitoring technology, and a list of Internet sites
deemed to be suitable for children and families.
C. Practical Guidance for Parents
In 1996, the American Medical Association published
a guide for parents interested in limiting the media's
influence on their children. Among the Association's
suggestions:
Do not make the television the focal point of the house.
Limit television use to one or two hours per day.
Keep the television turned off during mealtimes (66%
of American families have the television turned on during
at least one meal a day), and keep televisions out of
children's bedrooms.
Do not use the television, videos, or video games as
a baby sitter; set a good example by limiting your own
television viewing.
Be alert to the shows and video games your children
see. Watch what your children are watching and talk
about the program while it is on. Some suggested questions
to discuss with your children:
(1) Where did the story take place?
(2) Who are the characters? Are they always good or
bad? Sometimes? When?
(3) Do the characters remind them of anyone they know
in real life?
(4) What was the problem presented in the program?
(5) How was the problem solved? Would the solution
work in real life?
(6) If the program contains violence:
(a) How do you think the victim feels?
(b) Did the television version of violence omit anything?
(c) What would happen if people did this in real life?
Why?
(d) What would have been a way of solving the problem
without anyone getting hurt?
(e) Did the characters think about alternatives before
using violence as a way to solve the conflict?
Learn about movies that are playing and videos and
video games available for rental or purchase? Be explicit
with children about what is appropriate for them to
see.
Only watch television when there is something specifically
worth watching.
Be careful about what your child watches just before
bedtime.
Teach your children about advertising and the influence
media has.
Set a good example, for children learn by your example.
Warns child psychologist Lois Nightingale: "If
children see parents watching 'Rambo,' then get 'Power
Rangers' turned off, there are some incongruities there."
In August 1999, the American Academy of Pediatrics
published a list of recommendations as part of its report
on media education. While many of those recommendations
mirror those of the American Medical Association listed
above, others go even further in an effort to reduce
the impact of media on children. For example:
Children under 2 years old should not watch television.
Parents should create an "electronic media-free"
environment in all children's rooms.
Pediatricians should begin incorporating questions
about media use into their routine child health visits
so that they can offer counsel and support.
Pediatricians should alert and educate parents, children,
adolescents, teachers, school officials, and other professionals
about media-associated health risks.
Dr. Mark Griffith from the University of Plymouth has
developed a checklist to help parents determine if their
children are playing too many video games. The checklist
asks if your child: plays video games most days?
often plays for long periods of time?
plays for excitement?
gets restless if he cannot play?
plays for a personal best?
often tries unsuccessfully to limit playing?
plays instead of doing his homework?
sacrifices social activity?
According to Dr. Griffith, if the answers to more than
4 of these questions are "yes," your child
may be playing video games excessively and parents should
intervene and impose limits.58
Parents should know that the impact on children of
television, movies, music, video games, and the Internet
arises not only from the kinds of behavior they promote,
but also from the other activities they replace. A Canadian
study analyzed the changes in how families living in
a small town spent their days before and after television
was introduced. The study found that after television
became available, people spent less time talking, socializing
outside the home, doing household tasks, engaging in
leisure activities, and being involved in community
activities. People even slept less once the television
entered the home.59 The lesson: Parents should supply
their children with alternatives to television, movies,
music, video games, and the Internet. Regularly providing
things such as art supplies, books to read, athletic
activities, or outdoor excursions will reduce the number
of arguments about what to watch on television and teach
children how to enjoy a broader range of activities.
Finally, parents should realize that there is simply
no substitute for close adult supervision of, and involvement
in, the lives of their children. Parents must take time
to learn what their children are viewing and playing.
Even the most seemingly trivial supervision can have
a profound effect. For instance, many school and public
libraries have found that simply placing computers in
conspicuous public view deters children from inappropriate
use. Reducing the effects of media violence requires
sound parenting as well as responsible, responsive government.
CONCLUSION
The effect of media violence on our children is no longer
open to debate. Countless studies have shown that a
steady diet of television, movie, music, video game,
and Internet violence plays a significant role in the
disheartening number of violent acts committed by America's
youth. We must now devote ourselves to reducing the
amount and degree of violence in our media and to shielding
our children from such harmful depictions.
Toward that end, the Senate has passed the Juvenile
Justice Act, which forgoes government compulsion in
favor of encouraging responsible corporate behavior
and empowering parents. As this report advocates, more
must be done by government on both of these fronts,
but parents must understand and embrace their role in
this national effort. While government can set forth,
though public policy, what we as a society expect of
ourselves, parents ultimately bear the responsibility
of shaping their children to meet those expectations.
This report, it is hoped, has provided parents some
helpful tools for that purpose.
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