The time prior to this case, violence due to videogames was being shown by the media more than ever. There was always a news article on the kid who beat up another kid because he learned it in the video game he just got. A game fell into the violent category if its depictions of
violent acts (1) were rendered in a way that "[a] reasonable person. considering the game as a whole, would find appeals to a deviant or morbid interest of minors," (2) were "patently offensive to prevailing standards in the community as to what is suitable forminors," and (3) would cause "the game, on the whole, to lackserious literary, artistic, political, or scientific value for minors" (Herard 516). Brown wanted it to be harder for minors to get these violent videogames, and if the game was sold to a min...
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...ment: A Historical Timeline Of Children And Their Access To Pornography And Violence." Pace Law Review 33.1 (2013): 462-489. OmniFile Full Text Mega (H.W. Wilson). Web. 18 Nov. 2013.
FORD, WILLIAM K.1. "The Law And Science Of Video Game Violence: What Was Lost In Translation?." Cardozo Arts & Entertainment Law Journal 31.2 (2013): 297-356. OmniFile Full Text Mega (H.W. Wilson). Web. 27 Nov. 2013.
Herard, Ludwig. "Brown V. Entertainment Merchants Association 131 S. Ct. 2729 (2011)." Journal Of Art, Technology & Intellectual Property Law 22.2 (2012): 515-526. Academic Search Complete. Web. 14 Nov. 2013.
ProCon.org. "Video Games ProCon.org" ProCon.org. 15 Oct. 2013. Web. 26 Nov. 2013.
Turner, W. B. (2011, July 10). Violent Video Games. Retrieved from Williambturner: http://www.williambturner.com/1/category/violent%20video%20games/1.html
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