BREYER, J., DISSENTING
BROWN V. ENTERTAINMENT MERCHANTS ASSN.
564 U. S. ____ (2011)
SUPREME COURT OF THE UNITED STATES
NO. 08-1448
EDMUND G. BROWN, Jr., GOVERNOR OF CAL- IFORNIA,
et al., PETITIONERS
v. ENTERTAIN- MENT MERCHANTS
ASSOCIATION et al.
on writ of certiorari to the united states court of
appeals for the ninth circuit
[June 27, 2011]
Justice Breyer, dissenting.
California imposes a civil fine
of up to $1,000 upon any person who distributes a violent video
game in California without labeling it “18,” or who sells or rents
a labeled violent video game to a person under the age of 18. Rep-
resentatives of the video game and software industries, claiming
that the statute violates the First Amendment on its face, seek an
injunction against its enforcement. Applying traditional First
Amendment analysis, I would uphold the statute as constitutional on
its face and would consequently reject the industries’ facial
challenge.
I
A
California’s statute defines a
violent video game as: A game in which a player “kill[s], maim[s],
dismember[s], or sexually assault[s] an image of a human
being,”
and
“[a] reasonable person, considering the game as
a whole, would find [the game] appeals to a deviant or morbid
interest of minors,”
and
“[the game] is patently offensive to prevailing
standards in the community as to what is suitable for
minors,”
and
“the game, as a whole, … lack[s] serious
literary, artistic, political, or scientific value for minors.”
Cal. Civ. Code Ann. §1746(d)(1) (West 2009).
The statute in effect forbids the sale of such
a game to minors unless they are accompanied by a parent; it
requires the makers of the game to affix a label identifying it as
a game suitable only for those aged 18 and over; it exempts
retailers from liability unless such a label is properly affixed to
the game; and it imposes a civil fine of up to $1,000 upon a
violator. See §§1746.1–1746.3.
B
A facial challenge to this
statute based on the First Amendment can succeed only if “a
substantial number of its applications are unconstitutional, judged
in relation to the statute’s plainly legitimate sweep.” United
States v.
Stevens, 559 U. S. __, __ (2010) (slip op.,
at 10) (internal quotation marks omitted)
. Moreover, it is
more difficult to mount a facial First Amendment attack on a
statute that seeks to regulate activity that involves action as
well as speech. See
Broadrick v.
Oklahoma,
413 U. S. 601,
614–615 (1973). Hence, I shall focus here upon an area within which
I believe the State can legitimately apply its statute, namely
sales to minors under the age of 17 (the age cutoff used by the
industry’s own ratings system), of highly realistic violent video
games, which a reasonable game maker would know meet the Act’s
criteria. That area lies at the heart of the statute. I shall
assume that the number of instances in which the State will enforce
the statute within that area is comparatively large, and that the
number outside that area (for example, sales to 17-year-olds) is
comparatively small. And the activity the statute regulates
combines speech with action (a virtual form of target
practice).
C
In determining whether the
statute is unconstitutional, I would apply both this Court’s
“vagueness” precedents and a strict form of First Amendment
scrutiny. In doing so, the special First Amendment category I find
relevant is not (as the Court claims) the category of “depictions
of violence,”
ante, at 8, but rather the category of
“protection of children.” This Court has held that the “power of
the state to control the conduct of children reaches beyond the
scope of its authority over adults.”
Prince v.
Massachusetts,
321 U. S. 158, 170
(1944). And the “ ‘regulatio[n] of communication addressed to
[children] need not conform to the requirements of the [F]irst
[A]mendment in the same way as those applicable to adults.’ ”
Ginsberg v.
New York,
390 U. S. 629, 638, n. 6
(1968) (quoting Emerson, Toward a General Theory of the First
Amendment, 72 Yale L. J. 877, 939 (1963)).
The majority’s claim that the
California statute, if upheld, would create a “new categor[y] of
unprotected speech,”
ante, at 3, 6, is overstated. No one
here argues that depictions of violence, even extreme violence,
automatically fall outside the First Amendment’s
protective scope as, for example, do obscenity and depictions of
child pornography. We properly speak of
categories of
expression that lack protection when, like “child pornography,” the
category is broad, when it applies automatically, and when the
State can prohibit everyone, including adults, from obtaining
access to the material within it. But where, as here, careful
analysis must precede a narrower judicial conclusion (say, denying
protection to a shout of “fire” in a crowded theater, or to an
effort to teach a terrorist group how to peacefully petition the
United Nations), we do not normally describe the result as creating
a “new category of unprotected speech.” See
Schenck v.
United States,
249 U. S. 47, 52 (1919);
Holder v.
Humanitarian Law Project, 561 U. S. __
(2010).
Thus, in
Stevens, after rejecting the
claim that
all de-pictions of animal cruelty (a category)
fall outside the First Amendment’s protective scope, we went on to
decide whether the particular statute at issue violates the First
Amendment under traditional standards; and we held that, because
the statute was overly broad, it was invalid. Similarly, here the
issue is whether, applying traditional First Amendment standards,
this statute does, or does not, pass muster.
II
In my view, California’s statute
provides “fair notice of what is prohibited,” and consequently it
is not impermissibly vague.
United States v.
Williams,
553 U. S. 285, 304
(2008).
Ginsberg explains why that is so. The Court there
considered a New York law that forbade the sale to minors of a
“picture, photograph, drawing, sculpture, motion
picture film, or similar visual representation or image of a person
or portion of the human body which depicts nudity . . . ,”
that
“predominately appeals to the prurient,
shameful or morbid interest of minors,”
and
“is patently offensive to prevailing standards
in the adult community as a whole with respect to what is suitable
material for minors,”
and
“is utterly without redeeming social importance
for minors.” 390 U. S., at 646–647.
This Court upheld the New York statute in
Ginsberg (which is sometimes unfortunately confused with a
very different, earlier case,
Ginzburg v.
United
States,
383 U.
S. 463 (1966)). The five-Justice majority, in an opinion
written by Justice Brennan, wrote that the statute was suf-
ficiently clear. 390 U. S., at 643–645. No Member of the Court
voiced any vagueness objection. See
id., at 648–650
(Stewart, J., concurring in result);
id., at 650–671
(Douglas, J., joined by Black, J., dissenting);
id., at
671–675 (Fortas, J., dissenting).
Comparing the language of California’s statute
(set forth
supra, at 1–2) with the language of New York’s
statute (set forth immediately above), it is difficult to find any
vagueness-related difference. Why are the words “kill,” “maim,” and
“dismember” any more difficult to understand than the word
“nudity?” Justice Alito objects that these words do “not perform
the narrowing function” that this Court has required in adult
obscenity cases, where statutes can only cover “ ‘hard
core’ ” depictions.
Ante, at 6 (opinion concurring in
judgment). But the relevant comparison is not to adult obscenity
cases but to
Ginsberg, which dealt with “nudity,” a
category no more “narrow” than killing and maiming. And in any
event,
narrowness and
vagueness do not
necessarily have anything to do with one another. All that is
required for vagueness purposes is that the terms “kill,” “maim,”
and “dismember” give fair notice as to what they cover, which they
do.
The remainder of California’s definition
copies, almost word for word, the language this Court used in
Miller v.
California,
413 U. S. 15 (1973), in
permitting a
total ban on material that satisfied its
definition (one enforced with
criminal penalties). The
California law’s reliance on “community standards” adheres to
Miller, and in
Fort Wayne Books, Inc. v.
Indiana,
489
U. S. 46, 57–58 (1989)
, this Court specifically upheld
the use of
Miller’s language against charges of vagueness.
California only departed from the
Miller formulation in
two significant respects: It substituted the word “deviant” for the
words “prurient” and “shameful,” and it three times added the words
“for minors.” The word “deviant” differs from “prurient” and
“shameful,” but it would seem no less suited to defining and
narrowing the reach of the statute. And the addition of “for
minors” to a version of the
Miller standard was approved
in
Ginsberg, 390 U. S., at 643, even though the New York
law “dr[ew] no distinction between young children and adolescents
who are nearing the age of majority,”
ante, at 8 (opinion
of Alito, J.).
Both the
Miller standard and the law
upheld in
Ginsberg lack perfect clarity. But that fact
reflects the dif- ficulty of the Court’s long search for words
capable of protecting expression without depriving the State of a
legitimate constitutional power to regulate. As is well known, at
one point Justice Stewart thought he could do no better in defining
obscenity than, “I know it when I see it.”
Jacobellis v.
Ohio,
378
U. S. 184, 197 (1964) (concurring opinion). And Justice Douglas
dissented from
Miller’s standard, which he thought was
still too vague. 413 U. S., at 39–40. Ultimately, however, this
Court accepted the “community standards” tests used in
Miller and
Ginsberg. They reflect the fact that
sometimes, even when a precise standard proves elusive, it is easy
enough to identify instances that fall within a legitimate
regulation. And they seek to draw a line, which, while favoring
free expression, will nonetheless permit a legislature to find the
words necessary to accomplish a legitimate constitutional
objective. Cf.
Williams,
supra, at 304 (the
Constitution does not always require “ ‘perfect clarity and
precise guidance,’ ” even when “ ‘expressive
activity’ ” is involved).
What, then, is the difference between
Ginsberg and
Miller on the one hand and the
California law on the other? It will often be easy to pick out
cases at which California’s statute directly aims, involving, say,
a character who shoots out a police officer’s knee, douses him with
gasoline, lights him on fire, urinates on his burning body, and
finally kills him with a gunshot to the head. (Foot- age of one
such game sequence has been submitted in the record.) See also
ante, at 14–15 (Alito, J., concurring in judgment). As in
Miller and
Ginsberg, the California law clearly
protects even the most violent games that possess serious
literary, artistic, political, or scientific value.
§1746(d)(1)(A)(iii). And it is easier here than in
Miller
or
Ginsberg to separate the sheep from the goats at the
statute’s border. That is because here the industry it- self has
promulgated standards and created a review process, in which adults
who “typically have experience with children” assess what games are
inappropriate for minors. See Entertainment Software Rating Board,
Rating Process, online at http://www.esrb.org/ratings/&ratings_
process.jsp (all Internet materials as visited June 24, 2011, and
available in Clerk of Court’s case file).
There is, of course, one obvious difference:
The
Ginsberg statute concerned depictions of “nudity,”
while California’s statute concerns extremely violent video games.
But for purposes of vagueness, why should that matter? Justice
Alito argues that the
Miller standard sufficed because
there are “certain generally accepted norms concerning expression
related to sex,” whereas there are no similarly “accepted standards
regarding the suitability of violent entertainment.”
Ante,
at 7–8. But there is no evidence that is so. The Court relied on
“community standards” in
Miller precisely because of the
difficulty of articulating “accepted norms” about depictions of
sex. I can find no difference—historical or otherwise—that is
relevant to the vagueness question. Indeed, the majority’s
examples of literary descriptions of violence, on which Justice
Alito relies, do not show anything relevant at all.
After all, one can find in literature as many
(if not more) descriptions of physical love as descriptions of
violence. Indeed, sex “has been a theme in art and literature
throughout the ages.”
Ashcroft v.
Free Speech
Coalition,
535
U. S. 234, 246 (2002)
. For every Homer, there is a
Titian. For every Dante, there is an Ovid. And for all the
teenagers who have read the original versions of Grimm’s Fairy
Tales, I suspect there are those who know the story of Lady
Godiva.
Thus, I can find no meaningful
vagueness-related dif-ferences between California’s law and the New
York law upheld in
Ginsberg. And if there remain any
vagueness problems, the state courts can cure them through
interpretation. See
Erznoznik v.
Jacksonville,
422 U. S. 205,
216 (1975) (“[S]tate statute should not be deemed facially invalid
unless it is not readily subject to a narrowing construction by the
state courts”). Cf.
Ginsberg,
supra, at 644
(relying on the fact that New York Court of Appeals would read a
knowledge requirement into the statute);
Berry v.
Santa Barbara, 40 Cal. App. 4th 1075, 1088–1089, 47 Cal.
Rptr. 2d 661, 669 (1995) (reading a knowledge requirement into a
statute). Consequently, for purposes of this facial challenge, I
would not find the statute unconstitutionally vague.
III
Video games combine physical
action with expression. Were physical activity to predominate in a
game, government could appropriately intervene, say by requiring
parents to accompany children when playing a game in-volving actual
target practice, or restricting the sale of toys presenting
physical dangers to children. See generally Consumer Product Safety
Improvement Act of 2008, 122 Stat. 3016 (“Title I—Children’s
Product Safety”). But because video games also embody important
expressive and artistic elements, I agree with the Court that the
First Amendment significantly limits the State’s power to regulate.
And I would determine whether the State has exceeded those limits
by applying a strict standard of review.
Like the majority, I believe that
the California law must be “narrowly tailored” to further a
“compelling interest,” without there being a “less restrictive”
alternative that would be “at least as effective.”
Reno v.
American Civil Liberties Union,
521 U. S. 844, 874, 875,
879 (1997). I would not apply this strict standard “mechanically.”
United States v.
Playboy Entertainment Group,
Inc.,
529 U. S.
803, 841 (2000) (Breyer, J., joined by Rehnquist, C. J.,
and O’Connor and Scalia, JJ., dissenting). Rather, in applying it,
I would evaluate the degree to which the statute injures
speech-related interests, the nature of the potentially-justifying
“compelling interests,” the degree to which the statute furthers
that interest, the nature and effectiveness of possible
alternatives, and, in light of this evaluation, whether, overall,
“the statute works speech-related harm . . . out of proportion to
the benefits that the statute seeks to provide.”
Ibid. See
also
Burson v.
Freeman,
504 U. S. 191, 210
(1992) (plurality opinion) (applying strict scrutiny and finding
relevant the lack of a “significant impingement” on speech).
First Amendment standards applied in this way
are difficult but not impossible to satisfy. Applying “strict
scrutiny” the Court has upheld restrictions on speech that, for
example, ban the teaching of peaceful dispute resolution to a group
on the State Department’s list of terrorist organizations,
Holder, 561 U. S., at ___ (slip op., at 22–34); but cf.
id., at ___ (slip op., at 1 ) (Breyer, J.,
dissenting), and limit speech near polling places,
Burson,
supra, at 210–211 (plurality opinion). And applying less
clearly defined but still rigorous standards, the Court has allowed
States to require disclosure of petition signers,
Doe v.
Reed, 561 U. S. ___ (2010), and to impose campaign
contribution limits that were “ ‘closely drawn’ to match a
‘sufficiently important interest,’ ”
Nixon v.
Shrink Missouri Government PAC,
528 U. S. 377, 387–388
(2000).
Moreover, although the Court did not specify
the “level of scrutiny” it applied in
Ginsberg, we have
subsequently described that case as finding a “compelling interest”
in protecting children from harm sufficient to justify limitations
on speech. See
Sable Communications of Cal., Inc. v.
FCC,
492 U.
S. 115, 126 (1989). Since the Court in
Ginsberg
specified that the statute’s prohibition applied to material that
was
not obscene, 390 U. S., at 634, I cannot dismiss
Ginsberg on the ground that it concerned obscenity. But
cf.
ante, at 6 (majority opinion). Nor need I depend upon
the fact that the Court in
Ginsberg insisted only that the
legislature have a “rational” basis for finding the depictions
there at issue harmful to children. 390 U. S., at 639. For in this
case, California has substan-tiated its claim of harm with
considerably stronger evidence.
A
California’s law imposes no more
than a modest restriction on expression. The statute prevents no
one from playing a video game, it prevents no adult from buying a
video game, and it prevents no child or adolescent from obtaining a
game provided a parent is willing to help. §1746.1(c). All it
prevents is a child or adolescent from buying, without a parent’s
assistance, a gruesomely violent video game of a kind that the
industry
itself tells us it wants to keep out of the hands
of those under the age of 17. See Brief for Respondents 8.
Nor is the statute, if upheld,
likely to create a prece- dent that would adversely affect other
media, say films, or videos, or books. A typical video game
involves a significant amount of physical activity. See
ante, at 13–14 (Alito, J., concurring in judgment) (citing
examples of the increasing interactivity of video game
controllers). And pushing buttons that achieve an interactive,
virtual form of target practice (using images of human beings as
targets), while containing an expressive component, is not just
like watching a typical movie. See
infra, at 14.
B
The interest that California
advances in support of the statute is compelling. As this Court has
previously described that interest, it consists of both (1) the
“basic” parental claim “to authority in their own household to
direct the rearing of their children,” which makes it proper to
enact “laws designed to aid discharge of [parental]
responsibility,” and (2) the State’s “independent interest in the
well-being of its youth.”
Ginsberg, 390 U. S., at 639–640.
Cf.
id., at 639, n. 7 (“ ‘[O]ne can well distinguish
laws which do not impose a morality on children, but which support
the right of parents to deal with the morals of their children as
they see fit’ ” (quoting Henkin, Morals and the Constitution:
The Sin of Obscenity, 63 Colum. L. Rev. 391, 413, n. 68 (1963))).
And where these interests work in tandem, it is not fatally
“underinclusive” for a State to advance its interests in protecting
children against the special harms present in an interactive video
game medium through a default rule that still allows parents to
provide their children with what their parents wish.
Both interests are present here.
As to the need to help parents guide their children, the Court
noted in 1968 that “ ‘parental control or guidance cannot
always be provided.’ ” 390 U. S., at 640. Today, 5.3 million
grade-school-age children of working parents are routinely home
alone. See Dept. of Commerce, Census Bureau, Who’s Minding the
Kids? Child Care Arrangements: Spring 2005/Summer 2006, p. 12
(2010), online at http:// www.census.gov/prod/2010pubs/p70-121.pdf.
Thus, it has, if anything, become more important to supplement
parents’ authority to guide their children’s development.
As to the State’s independent interest, we
have pointed out that juveniles are more likely to show a
“ ‘lack of maturity’ ” and are “more vulnerable or
susceptible to negative influences and outside pressures,” and that
their “character . . . is not as well formed as that of an adult.”
Roper v.
Simmons,
543 U. S. 551, 569–570
(2005). And we have therefore recognized “a compelling interest in
protecting the physical and psychological well-being of minors.”
Sable Communications,
supra, at 126.
At the same time, there is considerable
evidence that California’s statute significantly furthers this
compelling interest. That is, in part, because video games are
excellent teaching tools. Learning a practical task often means
developing habits, becoming accustomed to performing the task, and
receiving positive reinforcement when performing that task well.
Video games can help develop habits, accustom the player to
performance of the task, and reward the player for performing that
task well. Why else would the Armed Forces incorporate video games
into its training? See CNN, War Games: Military Train- ing Goes
High-Tech (Nov. 22, 2001), online at
http://articles.cnn.com / 2001–11–2 / tech /2war.games_1_ict-
bill-swartout-real-world-training?_s=PM:TECH.
When the military uses video games to help
soldiers train for missions, it is using this medium for a
beneficial purpose. But California argues that when the teaching
features of video games are put to less desirable ends, harm can
ensue. In particular, extremely violent games can harm children by
rewarding them for being violently aggressive in play, and thereby
often teaching them to be violently aggressive in life. And video
games can cause more harm in this respect than can typically
passive media, such as books or films or television programs.
There are many scientific studies that support
California’s views. Social scientists, for example, have found
causal evidence that playing these games results in harm.
Longitudinal studies, which measure changes over time, have found
that increased exposure to violent video games causes an increase
in aggression over the same period. See Möller & Krahé,
Exposure to Violent Video Games and Aggression in German
Adolescents: A Longitudinal Analysis, 35 Aggressive Behavior 75
(2009); Gentile & Gentile, Violent Video Games as Exemplary
Teachers: A Conceptual Analysis, 37 J. Youth & Adolescence 127
(2008); Anderson et al., Longitudinal Effects of Violent Video
Games on Aggression in Japan and the United States, 122 Pediatrics
e1067 (2008); Wallenius & Punamäki, Digital Game Violence and
Direct Aggression in Adolescence: A Longitudinal Study of the Roles
of Sex, Age, and Parent-Child Communication, 29 J. Applied
Developmental Psychology 286 (2008).
Experimental studies in laboratories have
found that subjects randomly assigned to play a violent video game
subsequently displayed more characteristics of aggression than
those who played nonviolent games. See,
e.g., Anderson
et al., Violent Video Games: Specific Effects of Violent
Content on Aggressive Thoughts and Behavior, 36 Advances in
Experimental Soc. Psychology 199 (2004).
Surveys of 8th and 9th grade students have
found a correlation between playing violent video games and
aggression. See,
e.g., Gentile, Lynch, Linder, &
Walsh, The Effects of Violent Video Game Habits On Adolescent
Hostility, Aggressive Behaviors, and School Performance, 27 J.
Adolescence 5 (2004).
Cutting-edge neuroscience has shown that
“virtual violence in video game playing results in those neural
patterns that are considered characteristic for aggressive
cognition and behavior.” Weber, Ritterfeld, & Mathiak, Does
Playing Violent Video Games Induce Aggression? Empirical Evidence
of a Functional Magnetic Resonance Imaging Study, 8 Media
Psychology 39, 51 (2006).
And “meta-analyses,”
i.e., studies of
all the studies, have concluded that exposure to violent video
games “was positively associated with aggressive behavior,
aggressive cognition, and aggressive affect,” and that “playing
violent video games is a
causal risk factor for long-term
harmful outcomes.” Anderson et al., Violent Video Game Effects
on Aggression, Empathy, and Prosocial Behavior in Eastern and
Western Countries: A Meta-Analytic Review, 136 Psychological
Bulletin 151, 167, 169 (2010) (emphasis added).
Some of these studies take care to explain in
a common- sense way why video games are potentially more harmful
than, say, films or books or television. In essence, they say that
the closer a child’s behavior comes, not to watching, but to
acting out horrific violence, the greater the potential
psychological harm. See Bushman & Huesmann, Aggression, in 2
Handbook of Social Pscyhology 833, 851 (S. Fiske, D. Gilbert, &
G. Lindzey eds., 5th ed. 2010) (video games stimulate more
aggression because “[p]eople learn better when they are actively
involved,” players are “more likely to identify with violent
characters,” and “violent games directly reward violent behavior”);
Polman, de Castro, & van Aken, Experimental Study of the
Differential Effects of Playing Versus Watching Violent Video Games
on Children’s Aggressive Behavior, 34 Aggressive Behavior 256
(2008) (finding greater aggression resulting from playing, as
opposed to watching, a violent game); C. Anderson, D. Gentile,
& K. Buckley, Violent Video Game Effects on Children and
Adolescents 136–137 (2007) (three studies finding greater effects
from games as opposed to television). See also
infra, at
15–16 (statements of expert public health associations agreeing
that interactive games can be more harmful than “passive” media
like television);
ante, at 12–17 (Alito, J., concurring in
judgment).
Experts debate the conclusions of all these
studies. Like many, perhaps most, studies of human behavior, each
study has its critics, and some of those critics have produced
studies of their own in which they reach different conclusions. (I
list both sets of research in the appendixes.) I, like most judges,
lack the social science expertise to say definitively who is right.
But associations of public health professionals who do possess that
expertise have reviewed many of these studies and found a
significant risk that violent video games, when compared with more
passive media, are particularly likely to cause children harm.
Eleven years ago, for example, the American
Academy of Pediatrics, the American Academy of Child &
Adolescent Psychiatry, the American Psychological Association, the
American Medical Association, the American Academy of Family
Physicians, and the American Psychiatric Association released a
joint statement, which said:
“[O]ver 1000 studies . . . point overwhelmingly to
a causal connection between media violence and aggressive behavior
in some children . . . [and, though less research had been done at
that time, preliminary studies indicated that] the impact of
violent interactive entertainment (video games and other
interactive media) on young people . . . may be
significantly
more severe than that wrought by television, movies, or
music.” Joint Statement on the Impact of Entertainment Violence on
Children (2000) (emphasis added), online at
http://www.aap.org/advocacy/releases/jstmtevc.htm.
Five years later, after more
research had been done, the American Psychological Association
adopted a resolution that said:
“[C]omprehensive analysis of violent interactive
video game research suggests such exposure . . . increases
aggressive behavior, . . . increases aggressive thoughts, . . .
increases angry feelings, . . . decreases helpful behavior, and . .
. increases physio- logical arousal.” Resolution on Violence in
Video Games and Interactive Media (2005), online at
http:// www.apa.org / about / governance / council / policy/
interactive-media.pdf.
The Association added:
“[T]he practice, repetition, and rewards for acts
of violence may be
more conducive to increasing aggressive
behavior among children and youth than passively watching violence
on TV and in films.”
Ibid. (emphasis added).
Four years after that, in 2009, the American
Academy of Pediatrics issued a statement in significant part about
interactive media. It said:
“Studies of these rapidly growing and
ever-more-sophisticated types of media have indicated that the
effects of child-initiated virtual violence may be
even more
profound than those of passive media such as television. In
many games the child or teenager is ‘embedded’ in the game and uses
a ‘joystick’ (handheld controller) that enhances both the
experience and the aggressive feelings.” Policy Statement—Media
Violence, 124 Pediatrics 1495, 1498 (2009) (emphasis added).
It added:
“Correlational and experimental studies have
revealed that violent video games lead to increases in aggressive
behavior and aggressive thinking and decreases in prosocial
behavior. Recent longitudinal studies . . . have revealed that in
as little as 3 months, high exposure to violent video games
increased physical aggression. Other recent longitudinal studies .
. . have revealed similar effects across 2 years.”
Ibid.
(footnotes omitted).
Unlike the majority, I would find
sufficient grounds in these studies and expert opinions for this
Court to defer to an elected legislature’s conclusion that the
video games in question are particularly likely to harm children.
This Court has always thought it owed an elected legislature some
degree of deference in respect to legislative facts of this kind,
particularly when they involve technical matters that are beyond
our competence, and even in First Amendment cases. See
Holder, 561 U. S., at ___ (slip op., at 28–29) (deferring,
while applying strict scrutiny, to the Government’s national
security judgments);
Turner Broadcasting System, Inc. v.
FCC,
520 U.
S. 180, 195–196 (1997) (deferring, while applying intermediate
scrutiny, to the Government’s technological judgments). The
majority, in reaching its own, opposite conclusion about the
validity of the relevant studies, grants the legislature no
deference at all. Compare
ante, at 12–13 (stating that the
studies do not provide evidence that violent video games “cause”
harm (emphasis deleted)), with
supra, at 12–13 (citing
longitudinal studies finding causation).
C
I can find no “less restrictive”
alternative to California’s law that would be “at least as
effective.” See
Reno, 521 U. S., at 874. The majority
points to a voluntary alternative: The industry tries to prevent
those under 17 from buying extremely violent games by labeling
those games with an “M” (Mature) and encouraging retailers to
restrict their sales to those 17 and older. See
ante, at
15–16. But this voluntary system has serious enforcement gaps. When
California enacted its law, a Federal Trade Commission (FTC) study
had found that nearly 70% of unaccompanied 13- to 16-year-olds were
able to buy M-rated video games. FTC, Marketing Violent
Entertainment to Children 27 (2004), online at
http://www.ftc.gov/os/2004/ 07/040708kidsviolencerpt.pdf.
Subsequently the volun- tary program has become more effective. But
as of the FTC’s most recent update to Congress, 20% of those under
17 are still able to buy M-rated video games, and, breaking down
sales by store, one finds that this num- ber rises to nearly 50% in
the case of one large national chain. FTC, Marketing Violent
Entertainment to Chil- dren 28 (2009), online at
http://www.ftc.gov/os/2009/12/ P994511violententertainment.pdf. And
the industry could easily revert back to the substantial
noncompliance that existed in 2004, particularly after today’s
broad ruling reduces the industry’s incentive to police itself.
The industry also argues for an
alternative technological solution, namely “filtering at the
console level.” Brief for Respondents 53. But it takes only a quick
search of the Internet to find guides explaining how to circum-
vent any such technological controls. YouTube viewers, for example,
have watched one of those guides (called “How to bypass parental
controls on the Xbox 360”) more than 47,000 times. See
http://www.youtube.com/watch?v= CFlVfVmvN6k.
IV
The upshot is that California’s
statute, as applied to its heartland of applications
(
i.e., buyers under 17; extremely violent, realistic video
games), imposes a restriction on speech that is modest at most.
That restriction is justified by a compelling interest
(supplementing parents’ efforts to prevent their children from
purchasing potentially harmful violent, interactive material). And
there is no equally effective, less restrictive alternative.
California’s statute is consequently constitutional on its
face—though litigants remain free to challenge the statute as
applied in particular instances, including any effort by the State
to apply it to minors aged 17.
I add that the majority’s
different conclusion creates a serious anomaly in First Amendment
law.
Ginsberg makes clear that a State can prohibit the
sale to minors of depictions of nudity; today the Court makes clear
that a State cannot prohibit the sale to minors of the most violent
interactive video games. But what sense does it make to forbid
selling to a 13-year-old boy a magazine with an image of a nude
woman, while protecting a sale to that 13-year-old of an
interactive video game in which he actively, but virtually, binds
and gags the woman, then tortures and kills her? What kind of First
Amendment would permit the government to protect children by
restrict- ing sales of that extremely violent video game
only when the woman—bound, gagged, tortured, and killed—is
also topless?
This anomaly is not compelled by the First
Amendment. It disappears once one recognizes that extreme violence,
where interactive, and
without literary, artistic, or similar
justification, can prove at least as, if not more, harmful to
children as photographs of nudity. And the record here is more than
adequate to support such a view. That is why I believe that
Ginsberg controls the outcome here
a fortiori.
And it is why I believe California’s law is constitutional on its
face.
This case is ultimately less about censorship
than it is about education. Our Constitution cannot succeed in
securing the liberties it seeks to protect unless we can raise
future generations committed cooperatively to making our system of
government work. Education, however, is about choices. Sometimes,
children need to learn by making choices for themselves. Other
times, choices are made for children—by their parents, by their
teachers, and by the people acting democratically through their
governments. In my view, the First Amendment does not disable
government from helping parents make such a choice here—a choice
not to have their children buy extremely violent, interactive video
games, which they more than reasonably fear pose only the risk of
harm to those children.
For these reasons, I respectfully dissent.
APPENDIXES
With the assistance of the
Supreme Court Library, I have compiled these two appendixes listing
peer-reviewed academic journal articles on the topic of
psychological harm resulting from playing violent video games. The
library conducted a search for relevant articles on the following
databases: PsycINFO, PubMed, Academic Search Premier, ArticleFirst
(OCLC), and Dialog (files 1, 7, 34, 98, 121, 142, 144, 149). The
following search terms were used: “(video* or computer or arcade or
online) and (game*) and (attack* or fight* or aggress* or violen*
or hostil* or ang* or arous* or prosocial or help* or desens* or
empathy).” After eliminating irrelevant matches based on title or
abstract, I categorized these articles as either supporting the
hypothesis that violent video games are harmful (listed in Appendix
A), or not supporting/rejecting the hypothesis that violent video
games are harmful (listed in Appendix B).
Many, but not all, of these
articles were available to the California Legislature or the
parties in briefing this case. I list them because they suggest
that there is substantial (though controverted) evidence supporting
the expert associations of public health professionals that have
concluded that violent video games can
cause children
psychological harm. See
supra, at 15–16. And consequently,
these studies help to substantiate the validity of the original
judgment of the California Legislature, as well as that judgment’s
continuing validity.
A
Anderson & Bushman, Effects of Violent Video
Games on Aggressive Behavior, Aggressive Cognition, Aggressive
Affect, Physiological Arousal, and Prosocial Behavior: A
Meta-Analytic Review of the Scientific Literature, 12 Psychological
Science: J. Am. Psychological Society 353 (2001).
Anderson & Dill, Video Games and Aggressive
Thoughts, Feelings, & Behavior in the Laboratory and in Life,
78 J. Personality & Soc. Psychology 772 (2000).
Anderson et al., Violent Video Games: Specific Effects of
Violent Content on Aggressive Thoughts and Behavior, 36 Advances in
Experimental Soc. Psychology 199 (2004).
Anderson & Ford, Affect of the Game Player: Short-Term
Effects of Highly and Mildly Aggressive Video Games, 12 Personality
& Soc. Psychology Bull. 390 (1986).
Anderson & Morrow, Competitive Aggression Without
Interaction: Effects of Competitive Versus Cooperative Instructions
on Aggressive Behavior in Video Games, 21 Personality & Soc.
Psychology Bull. 1020 (1995).
Anderson et al., Longitudinal Effects of Violent Video
Games on Aggression in Japan and the United States, 122 Pediatrics
e1067 (2008).
Anderson et al., Violent Video Game Effects on Aggression,
Empathy, and Prosocial Behavior in Eastern and Western Countries: A
Meta-Analytic Review, 136 Psychological Bull. 151 (2010).
Anderson, An Update on the Effects of Playing Violent Video
Games, 27 J. Adolescence 113 (2004).
Anderson et al., The Influence of Media Violence on Youth,
4 Psychological Science in the Public Interest 81 (2003).
Anderson & Carnagey, Causal Effects of Violent Sports Video
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Anderson & Murphy, Violent Video Games and Aggressive
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Arriaga, Esteves, Carneiro, & Monteiro, Violent Computer
Games and Their Effects on State Hostility and Physiological
Arousal, 32 Aggressive Behavior 358 (2006).
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Baldaro et al., Aggressive and Non-Violent Videogames:
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Ballard, Hamby, Panee, & Nivens, Repeated Exposure to Video
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Ballard & Lineberger, Video Game Violence and Confederate
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Ballard & Wiest, Mortal Kombat (tm): The Effects of Violent
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Barlett, Branch, Rodeheffer, & Harris, How Long do the
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Barlett, Rodeheffer, Baldassaro, Hinkin, & Harris, The
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