Domain: ncjrs.org
Stories and comments across the archive that link to ncjrs.org.
Stories · 4
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How Dangerous is Online Chat for Kids?
The House Subcommittee on Telecommunications and the Internet held a hearing in my home town yesterday: "Chatting On-Line: A Dangerous Proposition for Children." Six witnesses came to Kalamazoo, Michigan and described the perils of on-line chat to Rep. Fred Upton (R-Michigan) and Rep. Charles Bass (R-New Hampshire). The most surprising and welcome news of the afternoon was that, despite the alarmist title, there was not a panicked call for additional legislation.The hearing launched with Congressman Upton touting his internet record -- notably the .kids domain, now .kids.us. Personally, I like the idea of .kids.us, though some disagree.
The witnesses were Katie Tarbox, who in 1995, at age 13, had been inadequately briefed on the "rules of the net" and disasterously agreed to meet a child predator she'd chatted with online; two local law enforcement personnel, John Karraker and Jim Gregart; Ruben Rodriguez, the Director of the Exploited Child Unit for the National Center for Missing and Exploited Children; Caroline Curtin, the Director of Children's Policy for AOL; and Kathleen Tucker, the Director of Curriculum Development for I-Safe America.
Everyone was concerned about keeping children safe online. It goes without saying that this is a desirable goal, as long as it's done in accordance with the Constitution and doesn't interfere with everyone else's legal use of the internet.
The problem is a serious one. Real kids are being lured into dangerous relationships over the internet; charges were filed in one more case here in Kalamazoo County just last week.
The preferred pickup method for child molesters nowadays is the internet: chat, instant-messaging, and email. The old tricks of "would you like some candy?" and "your parents were in an accident, I'll drive you to the hospital" -- those are yesterday's news. Kids growing up now need to be aware of different dangers, ones involving formation of long-term relationships, questions about online identity, and trust.
I wasn't able to find any reliable statistics on how often children are victimized using the internet. The best numbers I found were from a phone survey of 1,501 children, ages 10 to 17, who used the internet regularly. Of them, 19% had "received an unwanted sexual solicitation" (imprecisely defined) but only 3% had been solicited with "attempts or requests for offline contact" or actual offline contact.
And precisely 0 of the 1,501 children said they had been sexually contacted or assaulted due to online solicitations. This seems significant to me, given that 21% of all children -- statistically, hundreds of the children in the phone survey -- are sexually abused (by some definition of the term) before age 18. Unfortunately, 0 is not a number that extrapolates well to estimate how many of the United States's 70 million children will be physically victimized with help from the internet. But if I understand the numbers, it seems the internet is not the most likely source of danger.
A study called JOVIS is in the works and should provide some concrete numbers. According to Mr. Rodriguez, we can expect data from it in four to five months.
In any case, the message our lawmakers heard yesterday was not that we need more laws.
All six witnesses said, using almost the same words, that there is no substitute for parental involvement. Three called for more money and training for law enforcement, to give existing laws teeth. It sounds like law enforcement, especially at the state and local level, is still coming up to speed on this issue. And Ms. Curtin, for AOL, emphasized that ISPs were already taking steps, and suggested patience to allow them to develop an industry standard.
The testimony and discussion was so removed from proposing new legislation, in fact, that Rep. Bass seemed a little bored and annoyed. He had to remind everyone twice that he and his colleague were lawmakers: "As a member of Congress, I would like to hear what recommendations you have for what we might do -- I haven't heard anything about that so far. ... If I could reiterate: we make policy. This is a very interesting problem, but precisely what suggestions would you have for us as policymakers? If you could draft the bill, what would it say?"
Proposals were hesitant. Our local prosecutor suggested mandated inclusion of a CD with every new computer sale, which would explain how to keep children safe online. I'm not sure why existing explanations (here's one) are insufficient; why not just link? And Kathleen Tucker of I-Safe suggested standardizing on "digital certificates," client-side certs issued by an authority which confirms your identity using proof ranging from photo ID up to DNA (!) -- thus allowing children to verify that screen name BritneyRulez333 does not actually belong to a 45-year-old man.
That excepted, Ms. Tucker's testimony was refreshingly sound. She squarely faced the problem of child predators, and quoted Judith Krug of the American Library Association's Office of Intellectual Freedom: children "need to be taught the skills to cope in the virtual world just as they are taught skills to cope in the physical world."
Parents aren't there to watch over kids every minute. Just as they learn to cross the street without holding an adult's hand, so they need to learn how to wander the internet safely. "The value of empowering our children, through education," she concluded, "with the knowledge and critical-thinking skills that they need to be able to independently assess the every-day situations they will encounter while online cannot be overstressed... Education and empowerment are key."
In my opinion, that's exactly right.
But I wonder how effectively government will be able to help alleviate the problem. Knowledge is key, but kids are, as usual, embracing and understanding change, while bored Congressmen sit behind tables and listen to prepared speeches. Last week, I contacted three students, ages 14 to 17, and asked them about their experiences chatting online.
What they thought, and what they reported their friends thought, was pretty savvy. They understand the dangers, are well aware of the internet's advantages, and know how to stay safe. One student reported:
If kids know not to give out their personal information, and what could happen if they do, then there is really no danger. I would feel like I was missing out on a lot if I didn't have the opportunities to communicate online. It gives me a chance to stay in touch with my current friends, make new friends, meet interesting people, and find a group where I feel like I belong.
Another student reported:
I chat to other people almost every night, or whenever I get the chance to. I do not see chatting on-line as being dangerous, or otherwise harmful. Sure you always hear those stories about 12 year old girls chatting with 45 year old men, but I see online chatting as a way for people with similar interests to discuss and debate interesting topics. ...I strongly believe that if you chat online with people that you do not know personally, you should figure out what this person is really like, and if you can trust them or not.
Finally, I traded several emails with one girl who had chatted online extensively for years, and has met in person "at least 10 or so" other kids whom she first found on AOL -- including a meeting with some boys from another state.
This might seem like a recipe for disaster. But, not only was her protocol for establishing trust detailed and thorough -- paranoid even -- but she readily explained to me her reasoning for each step along the way. She's a poster child for "education and empowerment." And I doubt she's unique:
How did I know to be careful about creeps on the internet? It would be hard not to know nowadays. With an Oprah special about it practically every week, and news documentaries and polls, the facts are pretty much right out there for you. It's like taking candy from a stranger, it's common sense I guess... The types who would fall prey to an online creep would just as easily be a victim to a creep in real life... If the topic of internet chat comes up in school, teachers will almost always preach about safety and weirdos and such. So pretty much the topic of internet safety is inescapable -- it just depends on how well you listen to it.
I hope that's true for every young person.
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Uncensored Media Considered Harmless
The word "Internet" was uttered precisely once in last night's presidential debate, and I don't have to tell you the context. You already know the topic was Columbine, and you already know the Net was being blamed for mass murder. What our Republican candidate failed to mention is that his party's bogeymen, the evil Internet and its evil twin violent entertainment, have brought about a new era of peace. If we really want less violence in our schools, we obviously need more violence on our Internet."Columbine spoke to a larger issue, and it's really a matter of culture. It's a culture that somewhere along the line we begun to disrespect life, where a child can walk in and have their heart turn dark as a result of being on the Internet, and walk in and decide to take somebody else's life."
- George W. Bush, presidential debate, October 11, 2000The term we're looking for is "manufactured crisis." That's what we need to start calling it, this supposed violence in our schools.
I don't need to provide you with more quotes from Bush, Gore, Cheney and especially Lieberman about how disgustingly violent our culture has become. You can't pick up a paper without seeing at least three people moaning about violent movies, the violent internet, and worst of all violent video games. They're infecting the minds of our children, don't'cha know. It'd be the new national pastime if it weren't 200 years old: grumping about those damn kids.
Let's counter disinformation with some real numbers. Here's an annotated timeline showing the increase in violent imagery, and the corresponding decrease in actual violence.
1993
Students' nonfatal violent crimes: 1,438,200.
Victims of violent crime per 1,000 population, all ages: 49.1.Let's consider 1993 our baseline year, the pre-Doom year. That blockbuster was not released until December 1993, so I think we are safe to assume that it did not begin darkening hearts until 1994 or later. By the end of 1993, the internet's two million host machines include 500 webservers.
Demolition Man, Kalifornia and Falling Down are in the theaters.
1994
Students' nonfatal violent crimes: 1,424,200: a 1% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 51.2: a 4% increase from the previous year.In 1994, shareware Doom, downloadable from the evil internet, shatters existing gaming records. Its bloody graphics and Satanic imagery shock and offend many who are easily shocked and offended. In an era where 200,000 is a great-selling title, 1994 sees the first of fifteen million gamers who download and play Doom.
Meanwhile, the web grows at an annual rate of 341,000%, becoming the 2nd-most popular type of data; among the three million machines on the net, there are too many webservers to count.
The movies Pulp Fiction, Timecop, True Lies, Children of the CornIII, and the politicans' favorite Natural Born Killers are all released in 1994.
1995
Students' nonfatal violent crimes: 1,290,000: a 9% decrease from the previous year.
Total under-18 murderers: 2,169.
Victims of violent crime per 1,000 population, all ages: 46.1: a 10% decrease from the previous year.In 1995, the web becomes the most popular internet service among the net's four million machines. Shareware Doom continues to rack up downloads. Doom II: Hell On Earth, released last October, takes over as the violentest game ever, with an initial release of half a million units.
The Basketball Diaries, Braveheart, Se7en, and Die Hard3 are released.
1996
Students' nonfatal violent crimes: 1,134,400: a 12% decrease from the previous year.
Total under-18 murderers: 1,683: a 22% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 41.6: a 10% decrease from the previous year.1996 is a banner year for violent images. Doom II continues on its track to eventually sell two million copies. Duke Nukem 3D, aimed at the young teenage male market, gives our nation's young boys a healthy mix of strippers, jokes, and mass slaughter with machine guns. Soon after, the breakthrough title Quake offers unprecedented visual accuracy: blood, gore, and murder are now illustrated with detail that makes Doom and Duke Nukem look cartoony.
Scream is released in theaters to tremendous success, along with Broken Arrow, CrowII, Sling Blade, and the excellent Fargo. Meanwhile, there are now 9 million hosts on the net.
The effects of all that horrible media violence in 1996 appear in 1997's statistics...
1997
Students' nonfatal violent crimes: 1,055,200: a 7% decrease from the previous year.
Total under-18 murderers: 1,457: a 13% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 38.8: a 7% decrease from the previous year.In 1997, there are 16 million hosts on the net. At year's end, QuakeII is released, and is quickly banned in Germany for its even-more-realistic violence. And Con Air, Face/Off, Starship Troopers, and Scream2 are released in theaters.
1998
Total under-18 murderers: 1,169: a 20% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 36.0: a 7% decrease from the previous year.In 1998, Quake II hits its sales stride and begins corrupting young minds. Grand Theft Auto, one of the more vilified and censored video games, is released. The web crosses the 300-million-page mark.
Brace yourself for the movie list: Lethal Weapon4, Saving Private Ryan, American HistoryX, Lock, Stock and Two Smoking Barrels, Ronin, Urban Legend, Blade, and the crappy remake of Psycho hit the theaters.
The result?
1999
Victims of violent crime per 1,000 population, all ages: 32.1: an 11% decrease from the previous year.There it is. In the four years between the release of Doom and Quake II, the number of killers under the age of 18 in this country plummeted. A drop of 46% in just four years is nothing short of astonishing.
Long-term graphs are even more valuable. Click through to these, they're small and quick:
- The homicide rate, 1900-1998. We are experiencing the longest and steepest sustained dropoff in violence since the Great Depression.
- Homicide offenders grouped by age, 1976-1998. The number of teenage killers is steadily falling.
- Average age of homicide offenders, 1976-1998. The average age of the American killer has been rising since 1993.
Last month, I watched CNN as my friend Bennett Haselton got grilled opposite Sen. Jeff Sessions (R-Ala.). After CNN's introduction telling us what to think - cutting straight from footage of Doom to footage of crying Columbine students - the Senator explained how violent games cause children to commit violent actions. He wants to keep dangerous weapons like Quake away from our kids.
That's how the Senator - who voted against secure handgun storage, and twice against child safety locks - positioned himself as our noble defender of children.
How do the posturing panderers justify their crisis-du-jour? How'd we end up with the phantom of media-created child violence as a major election issue, while violence plummets?
The facts speak for themselves. If seeing violence has any effect on children's actions, it obviously makes them calm and peaceful.
So here's the slogan for my campaign: our kids deserve the best in first-person shooters. In my America, every family will have free movie tickets, 300 megatexels, and low-ping broadband. Let's put an end to frame rates under 30Hz. For our country - for our safety - we can leave no child behind.
(Sources: US DOJ 1, 2, 3; OJJDP 1, 2, 3; FBI UCR; Blues News; crime.org; poynter.org.)
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Uncensored Media Considered Harmless
The word "Internet" was uttered precisely once in last night's presidential debate, and I don't have to tell you the context. You already know the topic was Columbine, and you already know the Net was being blamed for mass murder. What our Republican candidate failed to mention is that his party's bogeymen, the evil Internet and its evil twin violent entertainment, have brought about a new era of peace. If we really want less violence in our schools, we obviously need more violence on our Internet."Columbine spoke to a larger issue, and it's really a matter of culture. It's a culture that somewhere along the line we begun to disrespect life, where a child can walk in and have their heart turn dark as a result of being on the Internet, and walk in and decide to take somebody else's life."
- George W. Bush, presidential debate, October 11, 2000The term we're looking for is "manufactured crisis." That's what we need to start calling it, this supposed violence in our schools.
I don't need to provide you with more quotes from Bush, Gore, Cheney and especially Lieberman about how disgustingly violent our culture has become. You can't pick up a paper without seeing at least three people moaning about violent movies, the violent internet, and worst of all violent video games. They're infecting the minds of our children, don't'cha know. It'd be the new national pastime if it weren't 200 years old: grumping about those damn kids.
Let's counter disinformation with some real numbers. Here's an annotated timeline showing the increase in violent imagery, and the corresponding decrease in actual violence.
1993
Students' nonfatal violent crimes: 1,438,200.
Victims of violent crime per 1,000 population, all ages: 49.1.Let's consider 1993 our baseline year, the pre-Doom year. That blockbuster was not released until December 1993, so I think we are safe to assume that it did not begin darkening hearts until 1994 or later. By the end of 1993, the internet's two million host machines include 500 webservers.
Demolition Man, Kalifornia and Falling Down are in the theaters.
1994
Students' nonfatal violent crimes: 1,424,200: a 1% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 51.2: a 4% increase from the previous year.In 1994, shareware Doom, downloadable from the evil internet, shatters existing gaming records. Its bloody graphics and Satanic imagery shock and offend many who are easily shocked and offended. In an era where 200,000 is a great-selling title, 1994 sees the first of fifteen million gamers who download and play Doom.
Meanwhile, the web grows at an annual rate of 341,000%, becoming the 2nd-most popular type of data; among the three million machines on the net, there are too many webservers to count.
The movies Pulp Fiction, Timecop, True Lies, Children of the CornIII, and the politicans' favorite Natural Born Killers are all released in 1994.
1995
Students' nonfatal violent crimes: 1,290,000: a 9% decrease from the previous year.
Total under-18 murderers: 2,169.
Victims of violent crime per 1,000 population, all ages: 46.1: a 10% decrease from the previous year.In 1995, the web becomes the most popular internet service among the net's four million machines. Shareware Doom continues to rack up downloads. Doom II: Hell On Earth, released last October, takes over as the violentest game ever, with an initial release of half a million units.
The Basketball Diaries, Braveheart, Se7en, and Die Hard3 are released.
1996
Students' nonfatal violent crimes: 1,134,400: a 12% decrease from the previous year.
Total under-18 murderers: 1,683: a 22% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 41.6: a 10% decrease from the previous year.1996 is a banner year for violent images. Doom II continues on its track to eventually sell two million copies. Duke Nukem 3D, aimed at the young teenage male market, gives our nation's young boys a healthy mix of strippers, jokes, and mass slaughter with machine guns. Soon after, the breakthrough title Quake offers unprecedented visual accuracy: blood, gore, and murder are now illustrated with detail that makes Doom and Duke Nukem look cartoony.
Scream is released in theaters to tremendous success, along with Broken Arrow, CrowII, Sling Blade, and the excellent Fargo. Meanwhile, there are now 9 million hosts on the net.
The effects of all that horrible media violence in 1996 appear in 1997's statistics...
1997
Students' nonfatal violent crimes: 1,055,200: a 7% decrease from the previous year.
Total under-18 murderers: 1,457: a 13% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 38.8: a 7% decrease from the previous year.In 1997, there are 16 million hosts on the net. At year's end, QuakeII is released, and is quickly banned in Germany for its even-more-realistic violence. And Con Air, Face/Off, Starship Troopers, and Scream2 are released in theaters.
1998
Total under-18 murderers: 1,169: a 20% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 36.0: a 7% decrease from the previous year.In 1998, Quake II hits its sales stride and begins corrupting young minds. Grand Theft Auto, one of the more vilified and censored video games, is released. The web crosses the 300-million-page mark.
Brace yourself for the movie list: Lethal Weapon4, Saving Private Ryan, American HistoryX, Lock, Stock and Two Smoking Barrels, Ronin, Urban Legend, Blade, and the crappy remake of Psycho hit the theaters.
The result?
1999
Victims of violent crime per 1,000 population, all ages: 32.1: an 11% decrease from the previous year.There it is. In the four years between the release of Doom and Quake II, the number of killers under the age of 18 in this country plummeted. A drop of 46% in just four years is nothing short of astonishing.
Long-term graphs are even more valuable. Click through to these, they're small and quick:
- The homicide rate, 1900-1998. We are experiencing the longest and steepest sustained dropoff in violence since the Great Depression.
- Homicide offenders grouped by age, 1976-1998. The number of teenage killers is steadily falling.
- Average age of homicide offenders, 1976-1998. The average age of the American killer has been rising since 1993.
Last month, I watched CNN as my friend Bennett Haselton got grilled opposite Sen. Jeff Sessions (R-Ala.). After CNN's introduction telling us what to think - cutting straight from footage of Doom to footage of crying Columbine students - the Senator explained how violent games cause children to commit violent actions. He wants to keep dangerous weapons like Quake away from our kids.
That's how the Senator - who voted against secure handgun storage, and twice against child safety locks - positioned himself as our noble defender of children.
How do the posturing panderers justify their crisis-du-jour? How'd we end up with the phantom of media-created child violence as a major election issue, while violence plummets?
The facts speak for themselves. If seeing violence has any effect on children's actions, it obviously makes them calm and peaceful.
So here's the slogan for my campaign: our kids deserve the best in first-person shooters. In my America, every family will have free movie tickets, 300 megatexels, and low-ping broadband. Let's put an end to frame rates under 30Hz. For our country - for our safety - we can leave no child behind.
(Sources: US DOJ 1, 2, 3; OJJDP 1, 2, 3; FBI UCR; Blues News; crime.org; poynter.org.)
-
Uncensored Media Considered Harmless
The word "Internet" was uttered precisely once in last night's presidential debate, and I don't have to tell you the context. You already know the topic was Columbine, and you already know the Net was being blamed for mass murder. What our Republican candidate failed to mention is that his party's bogeymen, the evil Internet and its evil twin violent entertainment, have brought about a new era of peace. If we really want less violence in our schools, we obviously need more violence on our Internet."Columbine spoke to a larger issue, and it's really a matter of culture. It's a culture that somewhere along the line we begun to disrespect life, where a child can walk in and have their heart turn dark as a result of being on the Internet, and walk in and decide to take somebody else's life."
- George W. Bush, presidential debate, October 11, 2000The term we're looking for is "manufactured crisis." That's what we need to start calling it, this supposed violence in our schools.
I don't need to provide you with more quotes from Bush, Gore, Cheney and especially Lieberman about how disgustingly violent our culture has become. You can't pick up a paper without seeing at least three people moaning about violent movies, the violent internet, and worst of all violent video games. They're infecting the minds of our children, don't'cha know. It'd be the new national pastime if it weren't 200 years old: grumping about those damn kids.
Let's counter disinformation with some real numbers. Here's an annotated timeline showing the increase in violent imagery, and the corresponding decrease in actual violence.
1993
Students' nonfatal violent crimes: 1,438,200.
Victims of violent crime per 1,000 population, all ages: 49.1.Let's consider 1993 our baseline year, the pre-Doom year. That blockbuster was not released until December 1993, so I think we are safe to assume that it did not begin darkening hearts until 1994 or later. By the end of 1993, the internet's two million host machines include 500 webservers.
Demolition Man, Kalifornia and Falling Down are in the theaters.
1994
Students' nonfatal violent crimes: 1,424,200: a 1% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 51.2: a 4% increase from the previous year.In 1994, shareware Doom, downloadable from the evil internet, shatters existing gaming records. Its bloody graphics and Satanic imagery shock and offend many who are easily shocked and offended. In an era where 200,000 is a great-selling title, 1994 sees the first of fifteen million gamers who download and play Doom.
Meanwhile, the web grows at an annual rate of 341,000%, becoming the 2nd-most popular type of data; among the three million machines on the net, there are too many webservers to count.
The movies Pulp Fiction, Timecop, True Lies, Children of the CornIII, and the politicans' favorite Natural Born Killers are all released in 1994.
1995
Students' nonfatal violent crimes: 1,290,000: a 9% decrease from the previous year.
Total under-18 murderers: 2,169.
Victims of violent crime per 1,000 population, all ages: 46.1: a 10% decrease from the previous year.In 1995, the web becomes the most popular internet service among the net's four million machines. Shareware Doom continues to rack up downloads. Doom II: Hell On Earth, released last October, takes over as the violentest game ever, with an initial release of half a million units.
The Basketball Diaries, Braveheart, Se7en, and Die Hard3 are released.
1996
Students' nonfatal violent crimes: 1,134,400: a 12% decrease from the previous year.
Total under-18 murderers: 1,683: a 22% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 41.6: a 10% decrease from the previous year.1996 is a banner year for violent images. Doom II continues on its track to eventually sell two million copies. Duke Nukem 3D, aimed at the young teenage male market, gives our nation's young boys a healthy mix of strippers, jokes, and mass slaughter with machine guns. Soon after, the breakthrough title Quake offers unprecedented visual accuracy: blood, gore, and murder are now illustrated with detail that makes Doom and Duke Nukem look cartoony.
Scream is released in theaters to tremendous success, along with Broken Arrow, CrowII, Sling Blade, and the excellent Fargo. Meanwhile, there are now 9 million hosts on the net.
The effects of all that horrible media violence in 1996 appear in 1997's statistics...
1997
Students' nonfatal violent crimes: 1,055,200: a 7% decrease from the previous year.
Total under-18 murderers: 1,457: a 13% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 38.8: a 7% decrease from the previous year.In 1997, there are 16 million hosts on the net. At year's end, QuakeII is released, and is quickly banned in Germany for its even-more-realistic violence. And Con Air, Face/Off, Starship Troopers, and Scream2 are released in theaters.
1998
Total under-18 murderers: 1,169: a 20% decrease from the previous year.
Victims of violent crime per 1,000 population, all ages: 36.0: a 7% decrease from the previous year.In 1998, Quake II hits its sales stride and begins corrupting young minds. Grand Theft Auto, one of the more vilified and censored video games, is released. The web crosses the 300-million-page mark.
Brace yourself for the movie list: Lethal Weapon4, Saving Private Ryan, American HistoryX, Lock, Stock and Two Smoking Barrels, Ronin, Urban Legend, Blade, and the crappy remake of Psycho hit the theaters.
The result?
1999
Victims of violent crime per 1,000 population, all ages: 32.1: an 11% decrease from the previous year.There it is. In the four years between the release of Doom and Quake II, the number of killers under the age of 18 in this country plummeted. A drop of 46% in just four years is nothing short of astonishing.
Long-term graphs are even more valuable. Click through to these, they're small and quick:
- The homicide rate, 1900-1998. We are experiencing the longest and steepest sustained dropoff in violence since the Great Depression.
- Homicide offenders grouped by age, 1976-1998. The number of teenage killers is steadily falling.
- Average age of homicide offenders, 1976-1998. The average age of the American killer has been rising since 1993.
Last month, I watched CNN as my friend Bennett Haselton got grilled opposite Sen. Jeff Sessions (R-Ala.). After CNN's introduction telling us what to think - cutting straight from footage of Doom to footage of crying Columbine students - the Senator explained how violent games cause children to commit violent actions. He wants to keep dangerous weapons like Quake away from our kids.
That's how the Senator - who voted against secure handgun storage, and twice against child safety locks - positioned himself as our noble defender of children.
How do the posturing panderers justify their crisis-du-jour? How'd we end up with the phantom of media-created child violence as a major election issue, while violence plummets?
The facts speak for themselves. If seeing violence has any effect on children's actions, it obviously makes them calm and peaceful.
So here's the slogan for my campaign: our kids deserve the best in first-person shooters. In my America, every family will have free movie tickets, 300 megatexels, and low-ping broadband. Let's put an end to frame rates under 30Hz. For our country - for our safety - we can leave no child behind.
(Sources: US DOJ 1, 2, 3; OJJDP 1, 2, 3; FBI UCR; Blues News; crime.org; poynter.org.)