<center>Report: Violent Computer Games Sell Guns</center>
<center><small>Source: NewsFactor</center></small>
"A study released Thursday by a gun control group claims the gun industry is using violent computer and video games to market and sell guns to young people and attract new customers.
"The latest assault in the gun industry battle for the hearts and minds of America's youth is the use of video and computer games that puts virtual guns in the hands of potential customers," said the study by the Violence Policy Center, a nonprofit research group.
The report continued, "Designed and marketed as children's toys and sold freely through channels such as eToys.com and Amazon.com, they are the newest marketing tools for attracting children to the gun industry."
The U.S. Congress warned the entertainment industry in September that companies could face government intervention if they fail to police themselves in marketing violent content to children.
The U.S. Federal Trade Commission investigated and reported on marketing violence to youth in the electronic games industry, as well as the motion picture and music recording industries.
"Target marketing to children of entertainment products with violent content is pervasive and aggressive," said FTC Chairman Robert Pitofsky. "Each industry rates or labels certain material as warranting parental control or as inappropriate for young people, but at the same time, each markets those very products to young people."
The Commission stopped short of recommending government action, but said the industries should "take additional action to enhance their self-regulatory efforts."
The Violence Policy Center study, titled "Why the Firearms Industry Wants Their Video Games on Your Child's Wish List," examined the violent content in several popular video games and their links to the gun manufacturers who endorse them.
In one case, the study pointed out, Remington's Upland Game Hunter features an online catalogue of selected Remington weapons. Games investigated were endorsed by Remington Arms, Colt Manufacturing, Browning, and shooting magazines Guns and Ammo and Soldier of Fortune.
The study described the content of each game and listed the various weapons used. It also noted a study by Hart Research Associates that found that 60 percent of all Americans over the age of five play video games, and roughly 40 percent of video game players are under 18 -- younger than the minimum age to buy a gun.
"The gun industry is able to put virtual versions of their deadly products into the hands of children who are not legally eligible to purchase firearms and would be unreachable by more traditional means of marketing," the study said.
National Rifle Association spokesman Bill Powers told the media the study lacks validity: "You're looking at just another half-baked report from people who won't stop until all firearms are illegal."
This POS article came from here.
<center><small>Source: NewsFactor</center></small>
"A study released Thursday by a gun control group claims the gun industry is using violent computer and video games to market and sell guns to young people and attract new customers.
"The latest assault in the gun industry battle for the hearts and minds of America's youth is the use of video and computer games that puts virtual guns in the hands of potential customers," said the study by the Violence Policy Center, a nonprofit research group.
The report continued, "Designed and marketed as children's toys and sold freely through channels such as eToys.com and Amazon.com, they are the newest marketing tools for attracting children to the gun industry."
The U.S. Congress warned the entertainment industry in September that companies could face government intervention if they fail to police themselves in marketing violent content to children.
The U.S. Federal Trade Commission investigated and reported on marketing violence to youth in the electronic games industry, as well as the motion picture and music recording industries.
"Target marketing to children of entertainment products with violent content is pervasive and aggressive," said FTC Chairman Robert Pitofsky. "Each industry rates or labels certain material as warranting parental control or as inappropriate for young people, but at the same time, each markets those very products to young people."
The Commission stopped short of recommending government action, but said the industries should "take additional action to enhance their self-regulatory efforts."
The Violence Policy Center study, titled "Why the Firearms Industry Wants Their Video Games on Your Child's Wish List," examined the violent content in several popular video games and their links to the gun manufacturers who endorse them.
In one case, the study pointed out, Remington's Upland Game Hunter features an online catalogue of selected Remington weapons. Games investigated were endorsed by Remington Arms, Colt Manufacturing, Browning, and shooting magazines Guns and Ammo and Soldier of Fortune.
The study described the content of each game and listed the various weapons used. It also noted a study by Hart Research Associates that found that 60 percent of all Americans over the age of five play video games, and roughly 40 percent of video game players are under 18 -- younger than the minimum age to buy a gun.
"The gun industry is able to put virtual versions of their deadly products into the hands of children who are not legally eligible to purchase firearms and would be unreachable by more traditional means of marketing," the study said.
National Rifle Association spokesman Bill Powers told the media the study lacks validity: "You're looking at just another half-baked report from people who won't stop until all firearms are illegal."
This POS article came from here.