| Recent
research on the effect of computer games on the behaviour
of children revealed a causal link between violent games
and increased aggressive behaviour. Other injuries associated
with the prolonged use of computers have also been established.
So who is responsible and what are the legal issues involved?
With an ever-increasing number of games having violence
as the major feature, there are fears that this may result
in the player becoming more aggressive. ‘Hooligans
– Storm over Europe’ (rated 18), is a game that
was recently released and gives players the chance to be
a football hooligan in Europe, despite calls for it to be
banned. The game depicts gruesome scenes of soccer thugs
fighting one another in pubs and terraces armed with broken
bottles, knives and other weapons. Can all of this lead
to the user replicating the acts of violence depicted in
these games? Research is only beginning to give us a picture
of what these effects might be. Middlesex University has
carried out research and concluded that violent computer
games may be directly responsible for aggressive behaviour.
The University carried out its research on the behaviour
of 204 pupils aged between 12 and 14 at a London school.
They discovered that the longer children played violent
computer games, the more aggressive their behaviour became.
They concluded that ‘there is a growing body of evidence
to suggest that there is a link between playing games and
aggression.’
DO GAMES POSE A RISK OF INJURY?
As a result of a report published in the February 2002
issue of the British Medical Journal, doctors are calling
for vibrating computer games to carry health warnings after
a teenager developed a painful condition known as hand-arm
vibration syndrome. The report referred to a case at the
Department of Paediatric Rheumatology at Liverpool’s
Alderhay Hospital of a 15 year old boy who spent 7 hours
a day playing computer games and who particularly enjoyed
those using the vibration mode on his controller. Doctors
said that the symptoms of the boy were typical of the hand-arm
vibration syndrome seen in industrial settings where people
repeatedly used tools such as chainsaws and pneumatic drills.
Injuries associated with the use of computers or their
accessories include controller wrist pain, mouse elbow and
blisters across the centre of the palm. It has been reported
that some children are developing signs of RSI as they play
the games for hours. These sorts of injuries occur from
repeated physical movements and can result in damage to
tendons and muscles.
In March 2000, Nintendo agreed to provide protective gaming
gloves to owners of the video game Mario Party which had
been blamed for cuts, blisters and other hand injuries.
The company was committed to paying $80 million for the
gloves and $575,000 for the cost of a New York Attorney
General’s investigation which led to the settlement.
The Attorney General held the view that the Mario Party
games for the Nintendo 64 console can cause hand injury
because to win, players are encouraged to rotate rapidly
a controller with a grooved tip, which could cause injuries
including blistering, burns, lacerations, punches and cuts.
SO WHAT ARE THE LEGAL ISSUES?
Negligence
It could be argued that both the developer, when creating
the game, and the publisher when distributing the game,
have a duty of care in relation to the game which one of
them has created and the other manufactured and distributed.
It is arguable that those parties should have foreseen that
playing a violent game repeatedly might either cause injury
to the player or influence him or her psychologically to
go and carry out in real life what had been experienced
on the screen. However, any player physically affected would
have to prove both injury caused as a result of playing
the game, (eg nausea, vomiting, dizziness, increased levels
of aggression, sore hands and arms), compliance with all
warnings in the manual or displayed on the screen and not
excessive or unreasonable use of the controller or playing
of the game. If the user is displaying any such injury,
he or she would also have to prove that the developers and
publishers’ negligence was the cause of the injury,
although it is not necessary for it to be the sole or dominant
cause. This may be hard to prove, but in light of an increasing
body of evidence to suggest that there is a causal link
between use of a computer game and increased levels of aggression,
hand-arm vibration syndrome or mental problems, this is
a potential risk that should not be ignored.
In order to reduce any potential liability that any developer,
publisher or console manufacturer may be at risk of in the
future, suitably worded disclaimers and guidelines should
always be displayed on the packaging, manual and screen.
The problem, in the United Kingdom at any rate, is that
a notice seeking to exclude liability for death or personal
injury is void under the Unfair Contract Terms Act 1977.
Accordingly, a developer, publisher or console manufacturer
may not be able to escape liability if the consumer follows
all guidelines but manages to injure himself through no
fault of his or her own. What these notices will do, however,
is show that the developer, publisher or console manufacturer
has taken all steps it reasonably could to warn the user
of the potential risks of injury. This is likely to result
in a good defence where, for instance, a child has injured
him or herself through continued and excessive use of a
vibrating controller.
Contract
The consequences of a game being banned can prove to be
a financial disaster for a developer or publisher who has
invested a great deal of time and money into a game project.
An advance is often paid to publishers by distributors at
the time of release of a game which is recoupable from royalties.
If a game is banned, however because of excessively violent
content, a publisher or distributor will suffer if it has
paid over large advances and then fails as a result to make
sales to recover the advances paid, unless specific provision
has been made in the contract to deal with this issue. Careful
drafting is therefore required to ensure adequate protection
is in place.
HAS ANY CASE ESTABLISHED A
LINK BETWEEN AGGRESSION AND COMPUTER GAMES?
Games have been cited as contributing
factors to some horrific crimes, but are the accusing fingers
justified?
Although no one has yet succeeded in a court of law in
establishing a link between aggression and playing violent
computer games in real life, there have been a number of
dramatic events in recent years resulting in legal proceedings
being issued against publishers and developers of computer
games.
In 1997 in West Paducah, Kentucky, the parents of three
girls shot at Heath High School filed a $130m lawsuit against
25 media companies including Time Warner, Nintendo, Sega
of America Inc., Atari Corporation, Nintendo of America,
Sega of America Inc. and Sony Computer Entertainment. The
lawsuit was for negligence based on their not warning consumers
that content they made available could incite copycat violence.
The basis of the claim was that, as the gunman, high school
freshman Michael Carneal, played violent computer and video
games, visited Internet pornography sites and watched violent
movies, he was influenced sufficiently by them to commit
murder. In April 2000, a federal judge dismissed the lawsuit
based on finding that the video game makers could not have
foreseen what Carneal would do, having played their games.
The judge’s opinion was based heavily on a similar
case that arose a decade ago in which the Sixth US Circuit
Court of Appeal held that the makers of the Dungeons and
Dragons popular role playing game were not liable for a
teenager’s suicide. The West Paducah shooting was
among the first in a string of school shootings nationwide
that also included Jones Burrow, Arkansaw, Stringfield,
Oregon and Columbine High School in Littleton, Colorado.
More recently, the mother of a 21 year old man called Shawn
Woolley, whose son committed suicide while playing the popular
online game EverQuest, is planning to sue Sony Online Entertainment,
arguing that the company should have distributed the game
with a warning about its addictive nature, according to
a report by the Milwaukee Journal Sentinel.
CONCLUSION
Caselaw has been unable to establish a link between aggression
and computer games and has resulted in a number of US cases
being dismissed, although it will be interesting to monitor
the progress of the Sony case once it gets to court. Recent
research has concluded that there is a risk that playing
violent computer games causes the player to be more aggressive.
The British Medical Board has recognised that players are
at risk of developing ‘hand-arm vibration syndrome’
from the use of the vibrating handsets over prolonged periods
of time. Players should also be aware that they may suffer
from certain side effects by playing the game, particularly
if they have an existing medical condition, such as epilepsy,
migraines, nausea and dizziness. Publishers, developers
and console manufacturers should therefore seek to reduce
their potential liability by always providing suitable playing
guidelines and including appropriately worded disclaimers
and warning notices in a sufficiently prominent position
on the packaging, manual and on the screen displayed prior
to the commencement of the game.
This article does not purport to be comprehensive
or give specific legal advice. Before any action is taken
on matters covered, you should obtain professional advice.
For further information or advice please contact Brian Miller
at bmiller@davenportlyons.com.
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