I confess to to feeling personally insulted by the degree to which you have demonised the video games industry. The video footage you provided includes the two most graphic and controversial games in recent memory - Manhunt and Postal 2. The Postal series was developed by a company who were otherwise insignficant to the history and development of gaming today. They originally made children's games under the name Riedel Software Productions, then changed their name to Running With Scissors before creating Postal 1 and 2. I assume you've seen the video - it seems clear they were going for shock value to maximise sales. Manhunt was produced by Rockstar, who are of course more mainstream, but it was by far their most violent game. Both those games were banned from general sale in a number of countries because of their shockingly violent content, but more importantly, they were fringe elements. Statistical outliers. Cheap productions that used shock-and-awe tactics to get free advertising from the news media. They do not fairly represent the gaming experience as a whole, and since they are not generally available to most consumers, it is probably unfair to show them in a debate about violent games being too readily available to minors. It's as if someone were to show a montage of all the most horrible moments in those Saw movies (where some serial killer locks people in those monstrous torture devices) and used them as evidence that all films are dangerous, and should be restricted so minors do not have access to them.
It would be fair for you to mention that this argument does not address the more mainstream games that do feature graphic violence (be it to women, law enforcement officers or plain old regular people). I would not try to deny that there are a lot of them. The video includes a typical edition of the hugely successful Grand Theft Auto series, also by Rockstar, and a video game based on a rapper. I haven't played either, but I'm familar with those types of games, and there you have represented gaming a little more broadly (all within the action genre, but that's where most of the violence is, so it's fair to focus on it). So here is where I take issue with your assignment of blame. ?The results of this poll clearly show that not only do the effects of ultraviolent or sexually violent games weigh heavily on the minds of parents, but also that parents feel that the video game industry isn't doing nearly enough to protect kids from accessing the most ultraviolent games,? says James Steyer. I have to wonder if James Steyer, or the parents on whose minds this issue weighs so heavily, are aware that the gaming industry in fact goes to great lengths to inform parents of the mature content in games. Ratings and age restrictions on games are not enforced by law in the United States, but they are enforced - so much so that every single game that exists on the shelves right now has a rating on it that can be read by any parent who happens to pick it up. Just like a film or television show (strangely, not like a book. I was reading Stephen King at age 12, at my mother's recomendation. I had no idea what I was in for). Every console in the current generation has the option for a parental lock that will stop it from playing mature-rated games. This is self-regulation. It is voluntary, and it is more than the video game industry is required to do by law. They did it because they have, in fact, taken responsibility for the possibility that their products could result in mature content reaching children.
But you put leading questions in a poll, asking parents whether some industry is looking after their children, then throw the most insanely violent games in the last five years at them (and I must repeat, two of those game have been banned outright in most countries and do not represent gaming as a whole), and don't mention that those games are all rated mature or higher already and any parent who took responsibility for their child's access to mature content could easily determine whether the game was too explicit for them, and you get the answers you were looking for. Suddenly the most powerful nation in the world is seriously considering controlling video games as tightly as it does alcohol or tobacco, because at the end of the day too many people seem to be strangely complacent in letting the government restrict their access to media, and refuse to give video games the same respect they give films or books.