On
Friday, March 6
th
,
the Canadian Broadcasting Corporation (CBC)
aired an episode of its investigative news show,
CBC
News: The Fifth Estate
entitled
Top
Gun
(click
here
to watch the full episode)
.
The episode focused on the tragic story of Brandon Crisp, a
15-year-old Barrie, Ontario boy who ran away from home after a fight
with his parents, over their confiscation of his Xbox 360 and games,
and was found dead about three weeks later, from injuries sustained
from falling out of a tree. The episode also discussed video game
addiction and its relation to Crisp's story, and the industry in
general. When we found out that the episode would be airing,
our
expectations
were set as to what would be shown; the standard “blame the current
popular media (in this case, video games) on society's ills” bend.
We wouldn't leave things at that though. We watched the episode for
ourselves and came to our own conclusions.
 |
Some
of the points discussed in the two different takes may repeat, but
the opinions and analysis will likely differ.
Sean's
Take:
Video
game addiction has been controversial for quite some time; however
most cases don’t turn out like the one with Brandon Crisp.
CBC
News: The Fifth Estate
’s
report on Brandon Crisp’s story, video game tournaments and overall
addiction to the activity was titled
Top
Gun
,
to reference how these kids need to “kill their way to the top.”
Gillian Findlay hosts the show as it was broken down into three main
sections: Brandon Crisp’s story, a short look at Daniel Folmer’s
story of battling video game addiction and interviews with a couple
of representatives from different areas of the video game industry.
The
show opened with scenes from one of the most popular first-person
shooters on the market currently:
Call
of Duty 4
.
This too was the game 15-year-old Brandon Crisp had become addicted
to. Young Brandon ran away from home last fall when his Xbox 360 was
confiscated. His games were taken away because he had begun to play
far too much. He played till 2 or 3 in the morning and even skipped
school. When his father took away the console, he sneaked into their
room and took it back. From there, it was taken away permanently.
Now
would this be an addiction? Yes. He started this once he was cut from
his hockey team at the age of 12. His attention was then put into
video games on a full time basis. Before Brandon even brought up the
idea of leaving home, would he still be classified as addicted? In my
point of view, putting off everything else in the world in turn for
more game time would show that he was. Now, I do enjoy playing games
and spend a good portion of my free time with them, so I can relate
to him a little in his choice of free time activities. However, there
are always boundaries which can be crossed. Skipping school is indeed
one of them.
The
show brought up some reasons why he may have become like this. The
obvious question is: where were his parents? When interviewed, they
stated that they thought it was normal since “lots of boys like
guns and war.” They also thought he was interested in something
besides the gameplay, considering he was a “history nut.”
However, I find it still a little odd that the parents didn’t act
sooner, when Brandon would rush through dinner just so he could get
back to his game. That, and his constant late night game time, on
school nights, should have been a clear sign that he may have been
too into his video games.
 |
| Danielle LaBossiere Parr talks with Findlay about the industry and age ratings. |
Another
segment of the show had Ms. Findlay interviewing video game company
representatives, inquiring about the distribution of these types of
games and what road blocks, if any, they have put in place so younger
kids can’t get a hold of them. This portion of the program was
integral because Brandon was underage when it came to the video game
industry’s viewpoint. On every game box there is a mark called the
ESRB rating. What this does is tell the buyer how old a person should
be when playing this game.
Call
of Duty 4
is rated M for Mature; a rating that means the game is not suitable
for kids under the age of 17. I agree with this rating for the most
part. A young child should not be shown some of the intense violence
and imagery that certain video games contain. However kids everywhere
are getting hold of these games one way or another. Though, you are
allowed to play them if you have consent from a parent or guardian
above the age restriction.
From
there, Findlay interviewed Daniel Folmer, who has a similar issue
when it came to video games. Folmer's case was somewhat different
though, as he admitted he had a problem. What made me so interested
in Folmer's story was how he stated that he was clean from it. He
noted that it took him a couple years to get to the point where he
was only playing for fun again. He realised he had a game addiction
when he would become incredibly angry when not allowed to play. He
mentioned that he and his mother would get into intense arguments
over allowing him access to his console. This would be a more
physical manifestation of his addiction. He even said at points that
he would get “the shakes” when not having played for some time.
This
then brings up the argument of whether video games can, in some
cases, be treated in the same way drugs are. Gary Direnfeld, known
for his advice on the lifestyle television show
Newlywed,
Nearly Dead
,
states that:
“While
video games aren't the same as drugs, they can produce a similar
effect: a sense of euphoria and power plus an adrenaline rush that
proves addictive.”
A
statement I have seen several times prove itself true. We all have.
If you have experienced online gaming, you have most likely come
across the kind of people who take the game far too seriously. The
ones who insist on yelling angrily into their headsets each time they
are killed in game. Daniel stated that he would become upset when the
people he shot at didn’t die. Though, every head shot he got, made
him feel good.
 |
| Gary Direnfeld - Social Worker |
So
I would agree with Mr. Direnfeld. I would never call video games a
drug. They don’t physically affect your body in a negative way,
which is the main case here. But self control comes into play. As it
does with everything one does. The phrase “too much of anything can
be bad” is quite evident here. Another aspect that kept Brandon
coming back was he was part of a team or “clan” as they are
referred to online. When anyone in the clan had to go do homework or
just leave the game in general, they would be ridiculed. The concept
of peer pressure came into play. From here we can see that anyone
willing to put this above some of the more important aspects in life
(like your family and friends) does indeed have some sort of an
attachment issue. This is mainly what it came down to with Brandon
and Daniel. The only difference is that Daniel realized his problem
and got help. Brandon never got to that point.
Findlay
posed the question to another industry representative: Why do you
make these games “too desirable” if they can have this kind of
negative affect on kids? I found this quite an odd question to ask,
and you could see the man did as well from his abrupt pause after her
question. From a marketing point of view, having your audience play
the game for an incredible length of time is good. They make money
the more people play. A game company wants to make their games this
enjoyable. I found Ms. Findlay’s question quite absurd. She was
almost trying to put the blame of addiction on the company, which is
something I disagree with entirely. As I stated before, this is all
about self control. It was obvious Brandon Crisp lacked enough of
this.
In
the end, video games can not be blamed entirely for how they
influence the people playing them. The industry has set procedures in
place to try and keep games which are meant for older audiences away
from kids. If parents buy their young children these violent video
games, it was the parent’s fault for not being educated. You
wouldn’t buy a new car before you learned anything about it. When
it comes down to the way Brandon’s case was handled, I would put
fault on both the boy and his parents. The parents are at fault
because they should have acted sooner and been more strict. There
were obvious signs that he was creating an unhealthy living
arrangement around this game; they choose to just let him be. But the
main fault was Brandon for not realizing what was happening and
acting out in such an erratic way. No one forced him to play this
game in an unhealthy fashion. He was addicted – we can all agree on
that – but it wasn’t because the game was created in a way to
have this outcome, it was because he didn’t have enough self
control and responsibility when he chose to play it so much.
Eli's
Take:
Predictable.
It's one of the best words to describe this episode of
The
Fifth Estate
.
Top
Gun
dramatically opened with the music from the
Halo
3
diorama
commercial, showing a gamer playing
Call
of Duty 4: Modern Warfare
and
soon switching to images of a Major League Gaming tournament before
Gillian Findlay made her introduction to the story of Brandon Crisp.
For the most part, I saw what I expected to in this episode;
sensationalist journalism which specifically focused on only one area
of an industry, generalized it and then tried to make it look as if
that case was a standard thing that people exposed to that industry's
product would do. There were some interesting additions to what was
known of Brandon Crisp's story though.
 |
| Steve and Angelika Crisp |
The
first portion of
Top
Gun
focused
on the basics of Brandon's story; his receipt of an Xbox 360 and
Call
of Duty 4
in 2007, his introduced to online play by his friends in early 2008,
how he became obsessed with the game between early 2008 and the
summer, by which time his friends had moved on to summer jobs, his
parents' worry over his constant play and their multiple
confiscations of his system, and, finally, him running away, his
disappearance and his death.
But
while original reports on Crisp's story made it appear as if he was
just a kid so addicted to video games that he simply had an
irrational reaction, and ran away from home when he was told he
wouldn't get back his system, there was far more going on behind the
scenes. Further investigation, after his disappearance and death,
found that Brandon was extremely involved, not just within the
regular online
Call
of Duty 4
gaming community, but, quite specifically, the hardcore tournament
gaming community. As it turned out, and as his parents noted, Brandon
was the kind of person who was driven to become the best when he
excelled in a particular field. And, unbeknownst to his parents,
Brandon actually working his way to becoming a full fledged
tournament gamer. According to his profile statistics and people he
played with, Brandon was playing within the top ranks of the
tournament community. So what does this mean?
According
to Gary Direnfeld, a social worker who, along with dealing with
numerous other family related issues, has had parents come to him
asking for help relating to their kids and video games, “The
parents are at their wits end”. Direnfeld says that the parents who
come to him don't know how to deal with their child's attachment to
video games, telling Findlay, “They're pulling out their hair. They
don't know what to do. They don't know how to limit their son. And
they get held hostage by the backlash from their teenager, when the
teenager says, 'You can't do that to me'. They're scared”. It
appears that Steve and Angelika Crisp were in a very similar boat
with Brandon. It also certainly seems as if their only solution to a
recurring problem, in this case, Brandon's excessive gaming, was to
do the same thing over and over again, regardless of whether it
worked or not.
 |
| It took Daniel Folmer a few years to recover from video game addiction. |
Daniel
Folmer, a gamer who fought and overcame video game addiction, knows
the feeling and the situation all too well. Before he realised he was
addicted to video games, Folmer would “get in pretty intense
arguments” with his mother over his video game use. “I felt
physically compelled to play,” he told Findlay, “And every time I
couldn't play, I was angry, I was upset”. It took him years to
recover and return to the point where he was just playing for fun.
While demonstrating the gameplay in
Call
of Duty 4
for Findlay, Folmer explained how he felt when he first started
playing. He would get “chills”, or what many of his friends call
“the shakes”. He would, and still does, feel anger when he would
shoot an enemy in the game and the enemy didn't die. When he made the
kill though, it felt good.
Then
Folmer mentioned one of the things that makes video games so
enjoyable, the sense of achievement and reward for progressing in
games. “What's even weirder about it is that there's achievement,
experience involved,” he said. “You kill 50 people, you get to
level 2. You kill 100 people, you get to level 3. You kill 200
people, you get to level 4. And as you level, you're accomplishing
things and getting rewards, and your brain is telling you, 'Okay. I
got a reward. I love this'”. This works similarly in less violent
or non-violent video games, where the more objects of a particular
type you collect, the more you have achieved.
Things
then took a tangent to the way kids talk and act when they play
online. For gamers, hearing smack talk while playing online is
nothing new. For an investigative journalist though, hearing the kind
of things young kids say, and seeing the kind of clan names that you
can find online (like Hitler's Army), was a shock. Findlay says, “In
this parentless universe, where players talk to each other over the
Internet, you can be whoever you want to be, and act in ways you'd
never get away with at home”. If that's true though, this
“parentless universe” must exist outside of all time and space,
because, at some point, parents must, at the very least, hear the
kind of language their kids are using while online. And whether a
parent knows their child is online or not, if they feel that kind of
language is inappropriate, they would be doing something about it.
This all lead to the question of “Why are kids playing these games
in the first place?”. Brandon's own friends, also 15 years old,
play games like
Call
of Duty 4
and
Gears
of War 2
,
both of which are rated M for Mature (ages 17+), regularly. They also
purchased each of those games by themselves, something they shouldn't
have been able to do, based on procedures the industry has attempted
to get retailers to cooperate with and put in place.
 |
| Yes, that's a real clan name. |
David
Walsh, a child psychologist, was one of the people who pushed to have
the
Entertainment
Software Rating Board
's
(ESRB) ratings system adopted as a standard for the North American
video game industry. He understands that when the ESRB rates a game M
for Mature, it isn't appropriate for younger teens or kids, and
parents should understand that. But kids are still getting their
hands on the games somehow. Walsh suggested that kids are getting the
games on their own, but Danielle LaBossiere Parr, a representative
for the video game industry in Canada, told Findlay that, most often,
uneducated parents are buying them, and, even if their kids get the
games through other means, those parents are still allowing their
kids to play the games, even if they are inappropriate. As someone
familiar with the retail sector of the video game industry, I can say
that Parr is quite right.
Most
often, parents do not take the time to educate themselves with the
video games their children are playing, or asking them to purchase.
Many parents ignore the ESRB rating on the front of the box and the
content information on its back. As they do with television and
movies, parents will often leave the electronic babysitter to do its
job, and the kids will just naturally know what is right or
inappropriate for them, as well as when enough is enough.
Finally,
Findlay moved onto the last piece of the “puzzle”; video game
tournaments, and the pressure tournament gamers and gamers on teams
feel driving them to play, from teammates and the possibility of
sponsorship deals. This portion of
Top
Gun
included interviews with the
AMP
Energy Pro Team
,
their manager, Bruce Wayne Yip, and the CEO of Major League Gaming,
Matthew Bromberg. This portion also brought to light the very thing
that was likely the driving force behind Brandon Crisp's gaming
addiction; his drive to become the best, and the acclaim that would
come with holding a top gaming title.
 |
| Thousands crowd around an MLG tournament event. |
The
world of tournament gaming is an interesting one. E-sport is a
spectator sport unlike any other, because it is the only one that
takes place outside of the real world. Players make their mark in
number of kills, instead of hits, goals, runs. The games most
commonly played at Major League Gaming tournaments are first-person
shooters, and the players often range from young teens to guys in
their late twenties or early thirties. It has emerged as a whole new
sport, and the players, as a whole new type of athlete –
e-athletes. Tournaments are held at conventions, but are on their way
to becoming their own full fledged events. They are already broadcast
over the Internet, and have even been shown on networks like CBS and
The Score. Players don't just play for titles and the money that
comes with them, but the chance to be sponsored as well, just like
the AMP Energy Pro Team, which is sponsored by Pepsi.
While
there is nothing wrong with major corporations sponsoring events and
players, or even advertising at events, just like they do at regular
sporting events,
Top
Gun
raised
a serious issue in the way corporations like Pepsi are involved in
gaming tournaments. At Pepsi sponsored events, AMP is handed out
indiscriminately to young gamers. A high energy drink like AMP is not
meant to be consumed by kids, especially not at the levels they are
often consumed at these events. This is a separate but crucial note.
Pepsi's involvement in the video game tournament circuit had nothing
to do with the episode overall, but was simply something extra for
The
Fifth Estate
to
go after.
What
really happened here?
The
case of Brandon Crisp, tragic as it was, was one that could have been
avoided. Due to the unfortunate stigma associated with video games,
Brandon's parents only saw his excessive gaming as a problem to be
dealt with, not something to be discussed or to involve themselves
in. Rather than educate themselves on his situation,
Brandon's
parents resorted to the cold turkey tactic over and over again.
Instead of trying to find out why he was so obsessed with playing,
they simply took away his system and expected him to deal with it.
Brandon
had also made poor decisions of his own. Instead of trying to tell
his parents what he was working towards, at any point, he simply kept
playing and fought with his parents when they confiscated his system.
He was so addicted and driven to win that he was blind to his
problem, and to his parents worry. When that fateful day came, he
made a completely irrational decision and ran away. And his parents
made things even worse by calling his bluff. This was simply a case
where there was absolutely no communication and no compromise.
What
makes things even sadder, especially in the way
The
Fifth Estate
portrays
tournament gaming and gamers in general, is that, had Brandon still
been taking part in mainstream sports (he used to play hockey, but
his father took him out because his small stature was holding him
back from advancement), his obsession and drive would have been
considered a good thing. When looking at the amount of training time
the AMP Energy team puts in during the average course of a few months
(over 800 hours combined), Findlay says that amount of time “reveals
what appears to be to us some pretty unbalanced playing”. Would
Findlay say the same of mainstream athletes training schedules? What
if Brandon had been on the ice or, in the summer, out on the street,
wearing himself out to become a better hockey player? What if he was
driven to become an NHL All-Star? Would his obsession have been
praiseworthy then?
When
it comes down to it, what makes e-sport so different from regular
sports? The athletes, or in this case e-athletes, involved are either
playing or training all year long, to become the best. Their young
fans look up to them and want to become like them, hoping to, one
day, also play the games they love for large sums of money, whether
from sponsorships or prize money. The age of players entering the
sport are getting younger and younger. Heck, they even, supposedly,
have their own performance enhancing substances (I'm looking at you
AMP, Red Bull, Bawls and others). E-sport is a more mental sport,
like professional chess, poker, crosswords, Scrabble, Boggle, etc.
The only difference is that, because of the games involved, e-sport
has a lot more action and is therefore more exciting. E-sport simply
hasn't been accepted as mainstream, so it is stigmatised and, thus,
looked down upon.
What
about the fact that kids are getting their hands on and playing games
that are clearly inappropriate for them? This is a multifaceted
issue.

The Entertainment Software Rating Board's ratings system
The
mainstream media chooses to lay the blame on the video game industry
and the retailers for making it easy for kids to acquire M rated
games, saying that kids can simply purchase the games by themselves.
In truth, the video game industry in Canada, with the cooperation of
major Canadian retailers, has specific procedures in place to make
sure that kids can't easily purchase M rated games. Retailers like
Toys'R'Us, Best Buy, Future Shop and EB Games are just some of the
retailers in Canada, which sell video games, that have specific
policies against selling M rated games to teens under the age of 17.
Some of them even require their employees to sign contracts to make
sure they adhere to those policies. Video game sales associates will
often have to check photo id to confirm that the buyer is of age to
purchase that game.
That
said, the system isn't perfect. Sometimes an associate will ignore
the policies, only to receive severe repercussions after the fact.
Other times, the retailer involved is a smaller one that does not
have any such policies. Most often though, uneducated parents, and
sometimes grandparents, are the ones who purchase these games for
their children. Parents don't take the time to educate themselves
about the games their kids are playing, or they don't care. When
Findlay asked Angelika Crisp what she thought about
Call
of Duty 4
when she first saw it, she sighed and said, “Well, lots of boys
love guns and shooting and war,” clearly resigned to the “fact”
that since “boys enjoy violent things”, it would be alright for
Brandon too. She simply did what most parents do; shrugged it off.
Unfortunately, that is essentially an admission that the parent
believes that game is, indeed, appropriate for their child,
regardless of the level of violence, blood, gore or other adult
content. In actuality, it was alright for Brandon, as the level of
violence in the game was not the issue at hand. His addiction stemmed
from other issues, including pressure from teammates and his drive to
become a top ranked player.
What
about the fact that the games and tournaments are made to be so
enticing? As far as the games go, what's the point of creating a game
if nobody is going to want to play it? The same goes for tournaments,
and those require endorsements from either a parent or guardian. And
if a parent, or in the case shown in
Top
Gun
,
a grandparent, feels that their child/grandchild can handle it, then
that's up to them. It is also up to them to manage their
child/grandchild's training time.
 |
| Time and training pays off for this tournament team. |
Finally,
let's say that, even with all the procedures in place, a young player
still acquires an M rated, online-enabled game, his/her parents don't
feel that it's inappropriate, but they don't want him/her playing in
online tournaments. Online subscription services like Xbox Live
usually require parental consent in order to play, but that doesn't
mean there aren't ways for kids to get around the system. Kids know
how to use today's technology quite well, and if they really want to
play online without permission, they can usually find a way. The only
way parents can actually be sure their kids are “staying out of
trouble” is to actually get involved and be parents.
It's
time for the mainstream media to stop picking a scapegoat of the day
and focus on the real issues. Parents need to be parents, and
actually take responsibility for the things that happen in their
households. Sometimes, even when precautions are taken, bad things
can happen. But those situations are actually quite rare. It's time
to stop looking for something to blame, and to work on preventing
this kind of thing from happening again.
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