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Video Games’ Makers Are Culpable Too

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How adept are the video game publishers at dodging any suggestions that their marketing of blood, gore and killing as a form of play might be irresponsible? According to more than one publisher quoted, responsibility for what feeds the psyches of children lies solely with parents [“Making a Killing,” Jan. 26].

But it really does take the effort of a larger, caring community--if not simply a village--to raise a child who can live in a whole and healthy way. Video games focused on killing go into the mix that forms kids’ sense of what behavior feels possible or familiar. Sooner or later, a child or adolescent goes over a threshold of vulnerability and pressure, and we get kids shooting classmates at schools or shooting out of cars in more than enough numbers. Video games focused on killing support the message that killing is cool.

I admire Wal-Mart for setting some limits on what it will stock. During the holiday shopping season, I saw all-too-realistic video killings on a demo screen used by a youth at a major toy retailing chain. No parents to be seen. Kids find access in a variety of places, regardless of ratings discussed at home.

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The originators of these games, the talent interfacing with the giant electronic publishers, are a considerable resource of brains in a place of privilege. I’d like to see them meet the challenge of creating and really marketing more competitive, creative, fun video games not centered on violence. I know they do have the brains to do it, if they can get outside the destructive themes that make for one-track minds.

ELIZABETH LIBBEY

Santa Monica

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