BRIEF AMICI CURIAE OF SCHOLARS AND AUTHORS
IN THE FIELD OF MEDIA AND COMMUNICATIONS:
HENRY JENKINS, RICHARD RHODES, JIB FOWLES,
ROBERT HORWITZ, ELLEN SEITER, DONNA GAINES,
VIVIAN SOBCHACK, CONSTANCE PENLEY
______________
INTEREST OF THE AMICI CURIAE
The amici curiae are scholars and authors
specializing in the field of media and communications who are concerned
about the misrepresentations and distortions that have, for many years,
characterized political discourse on social science research into
the effects of "media violence." The district court in this case relied
upon such research to rule that Indianapolis "had a solidly reasonable
basis" for barring access by any person under 18 to any video game
that contains simulated "graphic violence" and that is considered
"harmful to minors." Amici submit this brief in the hope
that its discussion of the social science literature may assist the
court in evaluating whether Indianapolis in fact had any scientific
or empirical justification for its censorship law.(1)
ARGUMENT
I. SOCIAL SCIENCE STUDIES HAVE NOT ESTABLISHED THAT VIOLENTENT ERTAINMENT CAUSES
HARMFUL EFFECTS IN CHILDREN OR ADOLESCENTS
A. The Limitations of Media Effects Research
So many claims have been made in the political
arena about social science research into "media effects" that it is
useful at the outset to explain a few of the basic characteristics
of such research. First, social science studies generally start with
a hypothesis - in this instance, that media depictions of violence
cause children and adolescents to become more aggressive. But this
"social learning" perspective is only one of many psychological approaches
to the subject of human aggression; other theories look to factors
such as social conditions, family environment, brain chemistry, and
variations in human character, and fashion their research projects
accordingly.(2) Thus, studies premised
on a media effects hypothesis are narrowly focused and do not purport
to identify or explain the broad range of interacting influences that
cause some people to become violent. Indeed, in a field as inherently
complex and multi-faceted as human aggression, it is questionable
whether quantitative studies of media effects can really provide a
holistic or adequately nuanced description of the process by which
some individuals become more aggressive than others.
Art, entertainment, and other aspects of our
culture influence different individuals in widely varying ways, depending
upon their characters, intelligence, and upbringing. For a relatively
few predisposed young people, a particular film, TV show, or video
game may inspire imitation; but for a far greater number the same
work may be relaxing, cathartic, or simply entertaining. As media
studies professor Henry Jenkins explains, many young people move "nomadically
across the media landscape, cobbling together a personal mythology
of symbols and stories taken from many different places," then invest
these symbols with their own "personal and subcultural meanings."
Because of this wide variety of responses, "universalizing claims
are fundamentally inadequate in accounting for media's social and
cultural impact."(3) The National Research
Council has likewise pointed out that media effects theories are simplistic
because they fail to consider either how different individuals respond
to identical stimuli, or how different individuals' psychosocial,
neurological, and hormonal characteristics interact to produce behavior.(4)
This does not mean, of course, that media effects
experiments could not, in theory, show that some identifiable
media content bears a causative relation to some overall increase
in aggressive behavior. But the showing would, at best, be one of
"probabilistic causation," not scientific proof. As Professor Frederick
Schauer explains, the "identification of a causal relationship under
a probabilistic account does not entail the conclusion that the identified
cause produces the effect in all, a majority, or even a very large
proportion of cases."(5) Studies that
show a statistically significant link between violent entertainment
and aggressive behavior do not necessarily mean that the link exists
for most, or even a substantial minority of, individuals. "Significant"
in the statistical sense "does not mean 'important.' It means simply
'not likely to happen just by chance.'"(6)
An equally important point about media effects
research is that both "violence" and "aggression" are very broad concepts.
Researchers use different definitions or examples of violent content
in the cartoons, film clips, or games that they study. Generalizations
about all violence (or all "graphic violence") from these specific
examples are not necessarily trustworthy, and often fail to take account
of the many different contexts in which works of art or entertainment
present violence. Similarly, aggressive attitudes or behaviors are
not the same as violent ones; aggression is not always socially disapproved;
and measures of aggression tend to be subjective and inexact. Some
researchers measure aggressive attitudes, cognition, or "hostile attribution
bias" rather than actual aggressive behavior. In laboratory experiments,
substitutes for real aggression must be used, such as hitting a Bobo
doll or giving an electric shock. Psychologist Jeffrey Goldstein writes:
Some have argued that the link between media
violence and aggressive behavior is as strong as the link between
cigarette smoking and cancer. This is not so. We can measure the presence
or absence of disease with reasonable precision, but we cannot easily
or reliably measure aggressive behavior in laboratory settings. We
have only indirect and often questionable measures of aggression at
our disposal.(7)
Finally, and perhaps most important, many media
effects studies are correlational; they do not purport to establish
a causative link between the characteristics they are measuring. A
correlation in itself gives no clue as to which of two linked characteristics,
such as violent entertainment preferences and aggressive behavior,
may have caused the other, or whether one or more independent factors,
such as a violent home environment, predisposition, biochemistry,
poverty, or parental neglect, may account for both the entertainment
preference and the aggressive behavior. Yet the American Psychological
Association, in its eagerness to assert a scientific basis for its
belief that media violence causes harm, has inexcusably confused this
point: in the summary volume of a 1993 report it announced that based
upon correlations," the conclusion was "irrefutable" that "viewing
violence increases violence." Nowhere in this document does the APA
acknowledge the fundamental difference between correlation and causation.(8)
B. Misrepresentations and Misinterpretations
of the Research
The APA is not the only professional organization
to have made inaccurate and irresponsible claims about the social
science literature. In a recent Joint Statement, the American
Medical Association and two other groups joined the APA in reiterating
the oft-repeated but erroneous claim that thousands of studies have
shown a causative link between media violence and aggressive behavior.(9)
The fact is that although thousands of articles and book chapters
have been written about the subject of media violence, only
a few hundred laboratory experiments, field experiments, or correlation
studies have been conducted, and their results are ambiguous and inconsistent.(10)
As the Federal Trade Commission acknowledged in a recent report, no
firm conclusions can be drawn from the media effects research. With
specific reference to video games, the FTC said: "most researchers
are reluctant to make definitive judgments" because of "the limited
amount of empirical analysis that has so far taken place."(11)
Laboratory experiments have provided what is
arguably the strongest evidence that exposing children to a violent
film or TV show can, in the short term, cause some of them to imitate
the activity they have just observed, although even in this highly
controlled environment, not all experiments have yielded positive
results. The classic experiments, conducted by Albert Bandura in the
1960s, showed children films of adults and cartoon figures hitting
Bobo dolls, then invited the children to imitate. Bandura's positive
results have been questioned on numerous grounds, among them the fact
that Bobo dolls are meant to be hit, so that the experiments did not
really measure aggression. Moreover, laboratory experiments cannot
replicate the complex mix of media experiences and other factors that
in everyday life interact with any particular film, game, song, or
TV show. Behaviors that are permitted and even encouraged in a laboratory
setting, such as hitting Bobo dolls or delivering "noise blasts,"
are weak proxies at best for actual, socially disapproved aggression
outside the lab. Children in these circumstances (and indeed, adult
subjects as well) are likely to act as they believe the researcher
expects. Criminologist Joanne Savage explains:
It is unclear that willingness to shock someone
in a lab after invited to do so is closely connected to willingness
to shoot at someone, beat someone up, or threaten someone's life in
the real world where these acts are illegal. ... This calls into question
the general conclusion we often hear that this line of research applies
to the popular culture, that TV violence causes violence. These experiments
have never established that. The leap from these mild measure of aggression
to violence is quite large.(12)
In the case of video games, moreover, laboratory
research has not even yielded the positive results that have been
obtained in some studies of television violence. Psychology professor
Kevin Durkin, who reviewed the literature on video game effects in
1995, found that lab experiments had yielded "either no or minimal
effects" and, indeed, that "some very tentative evidence indicates
that aggressive game play may be cathartic (promote the release of
aggressive tensions) for some individuals." Durkin conducted a follow-up
survey in 1999 and concluded that "early fears of pervasively negative
effects" from video games "are not supported"; "several well designed
studies conducted by proponents of the theory that computer games
would promote aggression in the young have found no such effects."(13)
Craig Anderson and Karen Dill, who performed
a laboratory experiment on which the district court relied, also surveyed
previous lab research. They reported that four studies had found some
"weak" support for an imitation hypothesis, but none had ruled out
"the possibility that key variables such as excitement, difficulty,
or enjoyment created the observed increase in aggression." Two additional
experiments "found no effect of violence," and five experiments on
"aggression-related affect" (rather than actual behavior) yielded
"mixed results" and "little evidence" of adverse effect.(14)
In the face of this history, Anderson and Dill's findings in their
own lab experiment - that young adults assigned to play a violent
game recognized aggressive words more quickly on a computer screen
and gave longer "noise blasts" to opponents than those assigned to
play a nonviolent game - are not the kind of convincing evidence that
would support the district court's "solidly reasonable basis" for
upholding Indianapolis' law. Jeffrey Goldstein comments on the Anderson
and Dill experiment: "no evidence is given that reaction time to aggressive
words is a valid measure of aggressive thoughts, or that noise blasts
are intended to injure another person."(15)
Partly to remedy the problem of artificiality
in laboratory experiments, researchers have conducted field studies
that attempt to measure the effects of violent entertainment on real-world
behavior. In the area of television violence, the results have been
dramatically inconclusive. Savage states that the supposed link between
media violence and its real-world counterpart shrinks to almost nothing
when actual criminal violence is measured rather than a laboratory-induced
proxy for aggression.(16) In one series
of field experiments, psychologists Joyce Sprafkin and Kenneth Gadow
found either no effect of violent television, or more aggressive behavior
associated with nonviolent shows like Sesame Street and Mr.
Rogers' Neighborhood. Sprafkin said: "I decided to look back
carefully at the field and say, well, what have other people really
found?" For pre-school children, the field studies simply "did not
support a special significance for aggressive television."(17)
In field studies, moreover, as in lab experiments,"aggression"
is "not a unitary concept." In some studies, writes Sprafkin, "a distinction
was made between playful and hurtful aggression and in others both
peer and adult-directed aggression was studied."(18)
After reviewing the literature, Jonathan Freedman concluded "categorically,
with no hesitation," that field experiments provide "no convincing
evidence" of an adverse effect from media violence. He added:
I am not alone in this. Tom Cook, a highly
respected psychologist, wrote a critique of the 1982 NIMH [National
Institute of Mental Health] report on television. In it, he and his
co-authors said, "[i]n our view, the field experiments on television
violence produce little consistent evidence of effects, despite claims
to the contrary."(19)
Correlation studies, by contrast, have often
found a link between violent entertainment preferences and real-world
aggression, but as already noted, they do not establish that the former
is responsible, even in part, for the latter. On the contrary, it
is at least equally likely that those with aggressive tendencies are
attracted to more violent programs (or games); for some such individuals,
violent entertainment may serve a cathartic function. Psychologist
Jeffrey Arnett, documenting the correlation between adolescents' reckless
behavior and preference for violent music, found "sensation seeking"
to be the independent factor that accounted for both the preference
and the behavior. He observed that "adolescents who like heavy metal
music listen to it especially when they are angry and that the music
has the effect of calming them down and dissipating their anger."(20)
One of the most frequently cited correlation
studies was conducted by Brandon Centerwall, who linked the introduction
of television to increased homicide rates in the U.S., Canada, and
South Africa. Without examining whether early television even had
much violent content, and ignoring many other possible explanations
for the correlation, Centerwall announced that TV was responsible
for a doubling in homicide rates.(21)
Numerous commentators have debunked Centerwall's claim, including
some who otherwise credit media violence literature.(22)
Criminologists Franklin Zimring and Gordon Hawkins published a particularly
thorough critique, pointing out that recent decreases in homicide
rates in many countries including the U.S., despite increased violence
on television, have completely undermined Centerwall's conclusions.(23)
Some researchers have conducted longitudinal
correlation studies (observations over time) to determine whether
early preferences for violent entertainment would correlate with aggressive
behavior later in life. The results have been mixed, with Leonard
Eron and L. Rowell Huesmann being among the most notable proponents
of the view that at least some of the results support a theory of
adverse media effects. But as Jonathan Freedman recounts, "a wonderful
cross-national" longitudinal study that Eron and Huesmann designed
found "no significant effect" for Australia, Finland, the Netherlands,
Poland, the U.S., or Kibbutz children in Israel. The only strong significant
effects over time were for two groups of Israeli city dwellers. Yet
most of the researchers "tried to put the best face on it that they
could" in the book that resulted:
they hedged, did other analyses, and tried
to make it sound as if the results supported the initial prediction
that television violence would increase aggression. The Dutch group
did not hedge. Their write-up came right out and said that there was
no evidence of any effect. Well, Huesmann and Eron would not publish
their chapter unless they revised their conclusions. To this the Dutch
replied that they were "competent enough to draw our own conclusions."
And they had to publish their report separately. There may be another
side to this story, but the fact is that they did publish separately
and their view is that their contribution was rejected because they
would not change their conclusions. This is an unfortunate incident
and indicates, I think, how politicized this issue has become and
how difficult it is for some of the researchers to be objective about
the research.(24)
Richard Rhodes documents an equally troubling
episode regarding an earlier longitudinal study in which Eron and
Huesmann found some - but not consistent - correlations between violent
TV viewing at age 8, aggressive behavior at age 18, and violent crime
at age 30. Huesmann highlighted the results of this study with a dramatic
bar graph in his 1986 Senate testimony on behalf of the APA. Yet oddly,
Eron and Huesmann's published report of the last phase of the study
did not mention the link between early viewing of violent TV and adult
violent crime,(25) and when Rhodes
asked Huesmann for the actual numbers, he received this reply:
[A]n examination of the scatter plot relating
age 8 TV violence viewing to adult violent crime revealed that the
correlation between them was entirely due to 3 boys who committed
violent crimes and had scored high on age 8 TV violence viewing. ...
It is enough to make the results significant according to statistical
theory, but if just these 3 boys had behaved differently, all the
significant results could have vanished.(26)
Huesmann's dramatic bar graph, in other words,
was based on just three individuals -- out of a pool of 145 subjects.
In 1986, reviewing two decades of intense media
effects research, Yale professor William McGuire concluded that despite
the hype, studies had found little or no real-world behavioral impact
from TV violence. "That myths can persist despite conflicting evidence,"
McGuire wrote, "is illustrated by the robustness of the belief that
television and other media have sizable impacts on the public's thoughts,
feelings, and actions even though most empirical studies indicate
small to negligible effects."(27)
With respect to video games, even Anderson and Dill have acknowledged
that claims of a causal relationship with delinquent behavior are
"risky at best."(28)
II. CENSORSHIP BASED ON UNPROVEN ASSUMPTIONS
ABOUT HARMFUL
EFFECTS MAY BE COUNTERPRODUCTIVE
Essentially acknowledging that the social science
research is inconclusive, the district court nevertheless upheld Indianapolis'
law on the basis of "important and legitimate reasons to be concerned
about violent video games causing harm to children." Slip op. at 2.
These "important and legitimate reasons," however, derive from conjecture
and intuition, not science. Stephen Jay Gould has observed that efforts
to invoke science to "validate a social preference" can distort both
science and public policy; the risk is greatest when "topics are invested
with enormous social importance but blessed with very little reliable
information."(29) In the case of youthful
entertainment, erecting forbidden zones around certain disapproved
content creates "important and legitimate reasons" for concern at
least as great as the alarm felt by many adults when viewing fantasy
violence in video games.
Although some psychologists announced in the
1960s and '70s that their experiments had disproved the "hostility
reduction" theory of art and entertainment,(30)
the phenomenon of catharsis is too well-established in human experience
to be so briskly dismissed. It may not be amenable to quantitative
measurement, but experts on childhood have long recognized the importance
of violent play and fantasy in processing anxieties and providing
outlets for aggression.(31) As Henry
Jenkins states, many young people struggling with social conflicts
and unruly emotions are drawn to violent entertainment for fantasies
of empowerment and transgression as well as "intensification of emotional
experience."(32) Likewise, many children
and adults enjoy horror movies because they can "experience fear without
real danger to themselves" and thereby "tame its effects on the psyche."(33)
Jeffrey Goldstein writes:
Young people bring entertainment to bear on
questions of identity, belonging and independence. Their taste in
clothes, music, and video games has a social purpose. How else can
we understand body piercing and tattooing, or the popularity of horror
films or violent video games, except in reference to peer groups?
Until researchers look, not at isolated individuals forced to play
a video game for a few minutes as part of a laboratory experiment,
but at game players as members of extended social groups, we are unlikely
to come to terms with violent, or any other, entertainment.(34)
In short, by focusing on the wrong solutions,
we ignore the real causes of violence and may damage speech that serves
culturally important functions for some youths.
CONCLUSION
For the foregoing reasons, amici believe
that the judgment below should be reversed.
Respectfully submitted,
SIGNED
APPENDIX
HENRY JENKINS holds the Ann Fetter Freidlaender
Chair of the Humanities and
is the Director of the Comparative Media Studies Program at MIT. He
is the author or editor of seven books, including The Children's
Culture Reader and From Barbie to Mortal Kombat: Gender and
Computer Games. He holds a MA in Communication Studies from the
University of Iowa and a PhD in Communication Arts from the University
of Wisconsin-Madison.
RICHARD RHODES, an independent
journalist and historian who specializes in investigating science
issues, is the author of 18 books. His 1986 history The Making
of the Atomic Bomb won a Pulitzer Prize in Non-Fiction and a
National Book Award. He has received grants and fellowships from the
Guggenheim Foundation, the Ford Foundation, the Alfred P. Sloan Foundation
and the MacArthur Foundation and has been a visiting research fellow
at Harvard and MIT.
JIB FOWLES, PhD, Professor of Communication
at the University of Houston - Clear Lake, is the author of seven
books including Why Viewers Watch and The Case for Television
Violence. His articles have appeared in the New York Times,
The Atlantic Monthly, TV Guide, Advertising Age, the Chronicle
of Higher Education, and many scholarly journals. He has testified
at U.S. Senate hearings on the subject of television violence.
ROBERT HORWITZ is Professor in the Department
of Communication at the University of California, San Diego. He received
his B.A. from Stanford University and Ph.D. in Sociology from Brandeis
University. He is the author of The Irony of Regulatory Reform:
The Deregulation of American Telecommunications (Oxford University
Press, 1989) and several articles on communications media and free
speech law in the United States.
ELLEN E. SEITER is Professor of Communication
at the University of California - San Diego, where she teaches media
studies and women's studies. She specializes in the study of children
and the media and is the author of Television and New Media Audiences
(Oxford University Press, 1999) and Sold Separately: Children
and Parents in Consumer Culture (Rutgers University Press, 1993).
Her articles have appeared in Cultural Studies, Feminist Review,
Journal of Communication, Journal of Communication Inquiry, Screen
and Frauen und
Film. She received her MFA and PhD degrees in film from Northwestern
University.
DONNA GAINES is a journalist, cultural sociologist,
New York state-certified social worker, and author of Teenage
Wasteland: Suburbia's Dead End Kids (1991; scholarly
edition, University of Chicago Press, 1998). Rolling
Stone declared Teenage Wasteland "the best book on youth
culture," and Pacific Sociologist described it as a "classic
in sociology." Dr. Gaines received her doctoral degree in sociology
at the State University of New York at Stony Brook. An expert on youth
violence and culture, she has been interviewed extensively in newspapers
and on radio and television, and was a visiting professor at Barnard
College of Columbia University from 1996-99.
VIVIAN SOBCHACK is an Associate Dean and Professor
of Film & Television Studies in the School of Theater, Film &
Television at the University of California, Los Angeles. She is the
author and/or editor of five books and has published widely on American
popular film; in relation to the topic of the brief, she is the author
of "The Violent Dance: A Personal Memoir of Death in the Movies,"
in Screening Violence (Stephen Prince, ed.) (2000)
CONSTANCE PENLEY is Professor and Chair of the
Film Studies Department at the University of California - Santa Barbara.
She has written and lectured widely on film, television, and new media
technologies. All of her current projects involve demonstrating the
importance of humanistic research on mass media to decision-making
in the areas of public policy, regulation, and legislation. Her research
areas include pornographic film, television fan culture, and popular
science. Penley's research methods - textual, historical, and ethnographic
- explicitly question the decontextualized results of media effects
research.
NOTES
1. Biographies of the amici
curiae are found in the appendix. All parties have consented
to the filing of this brief and their letters of consent have been
filed with the court.
2. See, e.g., Debra
Niehoff, The Biology of Violence (1999); Jonathan Kellerman,
Savage Spawn - Reflections on Violent Children (1999); Richard
Rhodes, Why They Kill (1999); Rollo May, Power and Innocence
- A Search for the Sources of Violence (1972); Erich Fromm, The
Anatomy of Human Destructiveness (1973); Konrad Lorenz, On
Aggression (1963); Franklin Zimring & Gordon Hawkins, Crime
is Not the Problem - Lethal Violence in America (1997).
3. Henry Jenkins, "Professor
Jenkins Goes to Washington," Harper's, July 1999, p. 19;
Henry Jenkins, "Lessons From Littleton: What Congress Doesn't Want
to Hear About Youth and Media," http://web.mit.edu/cms/news/nais9912
(1999).
4. National Research Council,
Understanding and Preventing Violence 101-02 (Albert Reiss,
Jr. & Jeffrey Roth, eds.) (1993).
5. Frederick Schauer, "Causation
Theory and the Causes of Sexual Violence," 4 Am. Bar Fdtn Rsrch
J. 737, 752-53 (1987). Statistics, moreover, can be (and have
been) manipulated to produce desired results. See, e.g.,
Jonathan Freedman, "Viewing Television Violence Does Not
Make People More Aggressive," 22 Hofstra L. Rev. 833, 849-51
(1994)(describing manipulations of data by two leading proponents
of adverse media effects); Judith Rich Harris, The Nurture Assumption:
Why Children Turn Out the Way They Do 18-23, 215 (1998) (describing
similar manipulations in social science research).
6. David Moore, Statistics
- Concepts and Controversies 486-90 (4th ed. 1997).
7. Jeffrey Goldstein, "Effects
of Electronic Games on Children" (report prepared for the Interactive
Digital Software Association, Mar. 2000), p. 1 (reproduced in the
record, exh. P. 64).
8. American Psychological
Association, Violence and Youth - Psychology's Response,
Vol. 1, Summary Report of the American Psychological Association
Committee on Violence and Youth 133 (1993).
9. American Academy of Pediatrics
et al., Joint Statement on the Impact of Entertainment
Violence on Children (July 26, 2000). A Senate staff reported
estimated "more than 1,000" studies; see Sen. Comm. on the Judiciary,
Children, Violence, and the Media (Sept. 14, 1999), p. 5
(reproduced in the record as exh. P. 64); just a few months earlier,
the White House gave the more accurate estimate of "somewhere over
300," but then erroneously asserted that "all" of them showed a link
between violent entertainment and violent behavior. Remarks by
the President and Mrs. Clinton on Children, Violence and Marketing
(June 1, 1999; see exh. P. 64).
10. An actual review of
the literature identified fewer than 200 studies, most of them laboratory
experiments; see Jib Fowles, The Case for Television Violence
(1999). The commonly heard estimate of "more than 2,500 studies" is
probably based on the entire bibliography of the 1982 government report,
Television and Behavior - Ten Years of Scientific Progress
and Implications for the Eighties (1982); see Richard Rhodes,
"The Media- Violence Myth," Rolling Stone, Nov. 23, 2000,
p. 55.
11. Federal Trade Comm'n,
Marketing Violent Entertainment to Children, Appendix A,
"A Review of Research on the Impact of Violence in Entertainment Media"
13 (Sept. 11, 2000).
12. Joanne Savage, "The
Criminologist's Perspective," Freedom Forum Roundtable, Dec. 8, 1999
(publication forthcoming, Freedom Forum First Amendment Center, Dec.
2000).
13. Kevin Durkin, Computer
Games - Their Effects on Young People 2 (Australia Office of
Film & Literature Classification, 1995); Kevin Durkin, Computer
Games and Australians Today (Australia Office of Film & Literature
Classification, 1999), http://www.oflc.gov.au, p. 3.
14. Craig Anderson &
Karen Dill, "Video Games and Aggressive Thoughts, Feelings, and Behavior
in the Laboratory and in Life," 78 J. Pers. & Soc. Psych.
772 (2000), http://www.apa.org, pp. 8-9.
15. Goldstein, supra;
see also Mark Griffiths, "Violent Video Games and Aggression: A Review
of the Literature," 4 Aggression & Violent Behav. 203
(1999) (questioning whether aggressive free play observed in a lab
setting is a useful measure or predictor of actual anti-social aggression).
16. Savage, supra.
17. Testimony of Dr. Joyce
Sprafkin in Eclipse Enterprises v. Gulotta (CV-92-3416, Mar.
28, 1994), pp. 112-13; see also Joyce Sprafkin et al., "Effects
of Viewing Aggressive Cartoons on the Behavior of Learning Disabled
Children," 28 J. Child Psych. & Psychiatry 387 (1987);
Kenneth Gadow & Joyce Sprafkin, "Field Experiments of Television
Violence with Children: Evidence for an Environmental Hazard?" 83
Pediatrics 399 (1989).
18. Gadow & Sprafkin,
83 Pediatrics at 401.
19. Freedman, 22 Hofstra
L.Rev. at 842 (quoting Thomas Cook et al., "The Implicit
Assumptions of Television Research: An Analysis of the 1982 NIMH Report
on Television and Behavior," 47 Pub. Opin. Q. 161,
181-82 [1983]).
20. Jeffrey Arnett, "The
Soundtrack of Restlessness - Musical Preferences and Reckless Behavior
Among Adolescents," 7 J. Adol. Rsrch 313, 328 (1992); Jeffrey
Arnett, "Adolescents and Heavy Metal Music: From the Mouths of Metalheads,"
23 Youth & Society 76 (1991); see also Lawrence Kurdek,
"Gender Differences in the Psychological Symptomatology and Coping
Strategies of Young Adolescents," 7 J. Early Adol. 395 (1987)
(heavy metal music is useful to adolescents in purging anger). Anderson
and Dill also note the possibility that a correlation they found between
video game violence and delinquency was "wholly due to the fact that
highly aggressive individuals are especially attracted to violent
video games." Anderson & Dill, supra, p. 22.
21. Brandon Centerwall,
"Television and Violence: The Scale of the Problem and Where to Go
From Here," 267 JAMA 3059 (1992).
22. E.g., Sissela
Bok, Mayhem - Violence as Public Entertainment 86 (1998).
23. Zimring & Hawkins,
supra, pp. 133-34, 239-43; see also Comm. on Communications
& Media Law, "Violence in the Media: A Position Paper," 52 Record
of the Ass'n of the Bar, City of New York 273, 292-93 (1997).
24. Freedman, 22 Hofstra
L.Rev. at 849-51 (citing Oene Wiegman et al., Television
Viewing Related to Aggressive and Prosocial behavior [1986]);
see also Wiegman et al., "A Longitudinal Study of the Effects
of Television Viewing on Aggressive and Prosocial Behaviors," 31 Brit.
J. Social Psych. 147 (1992).
25. See L. Rowell Huesmann,
et al., "The Stability of Aggression Over Time and Generations,"
20 Devel. Psych. 1120 (1984). For the earlier phase of the
study, see Leonard Eron et al., "Does Television Violence
Cause Aggression," 27 Am. Psychologist 253 (1972).
26. Rhodes, supra;
e-mail from L. Rowell Huesmann to Richard Rhodes (Mar. 13, 2000) (in
the files of counsel and of Mr. Rhodes, and available to the court
upon request).
27. William McGuire, "The
Myth of Massive Media Impact: Savagings and Salvagings," in Public
Communication and Behavior, Vol. 1, 174 (George Comstock, ed.)
(1986).
28. Anderson & Dill,
supra, at 22; see also Griffiths, supra, at 210-11
("the question of whether video games promote aggressiveness cannot
be answered at present").
29. Stephen Jay Gould,
The Mismeasure of Man 22-23 (1981); see also Marc Galanter,
"Real World Torts: An Antidote to Anecdote," 55 Md. L. Rev.
1093 (1996)((beliefs based upon common sense are often wrong).
30. See Albert Bandura
et al., "Imitation of Film-Mediated Aggressive Models," 66
J. Abnormal & Soc. Psych. 3 (1963); Leonard Berkowitz
& Edna Rawlings, "Effects of Film Violence on Inhibitions Against
Subsequent Aggression," 66 J. Abnormal & Soc. Psych.
405 (1963); Russell Geen & Michael Quanty, "The Catharsis of Aggression:
An Evaluation of a Hypothesis," in Advances in Experimental Social
Psychology, Vol. 10, 2-37 (Leonard Berkowitz, ed.) (1977).
31. See, e.g., Bruno
Bettelheim, The Uses of Enchantment - The Meaning and Importance
of Fairy Tales (1975); John Sommerville, The Rise and Fall
of Childhood 136-38 (1982); Jean Piaget, Play, Dreams and
Imitation in Childhood 132-33, 158 (1962); Erik Erikson, Childhood
and Society 215 (1950).
32. Jenkins, "Lessons From
Littleton," supra.
33. David Blum, "Embracing
Fear as Fun To Practice for Reality: Why People Like to Terrify Themselves,"
New York Times, Oct. 30, 1999, p. B11; see also Norbert Elias
& Eric Dunning, Quest for Excitement: Sport and Leisure in
the Civilizing Process 89 (1986) (failing to pay attention to
evident human need to watch mock violence is "one of the main gaps
in present approaches to problems of mental health").
34. Goldstein, supra,
pp. 2-3.
35. The positions set forth
by the National Coalition Against Censorship in this brief do not
necessarily reflect the positions of all of its member organizations.