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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



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<title>Company Wide Lawsuit Plagues Tecmo</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company</link>
<guid>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company</guid>
<comments>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/qpcso3sjaxogsj89xk77j418.jpg" alt="" alignment="" border="0"></p>When the rumor hit over the weekend that several dozen Tecmo employees could be joining Tomonobu Itagaki in his lawsuit against the company, no one realized how much of an underestimate that number really was: <a href="http://www.joystiq.com/2008/06/17/all-tecmo-employees-sue-tecmo/">Joystiq is reporting</a> that Tecmo is being sued by all 300 of its employees. <br><br><a href="http://kotaku.com/5017065/tecmo-employees-sue-tecmo-tecmo-seems-fucked">Kotaku reported </a>on the specifics of the suit, in which the workers claim that they were illegally placed on a "flexible hours" schedule and weren't paid the overtime that they feel they deserve. What's worse is that Tecmo may have created false documents while covering up accounting documents. <br><br>It looks like Tecmo's labor practices and failure to fulfill Japanese law by reporting Itagaki's lawsuit to shareholders on the same day as the filing could leave them in serious, serious legal trouble. We'll be sure to keep you updated as the drama continues to unfold.<br>]]></description>
<pubDate>Tue, 17 Jun 2008 16:31:13 -0500</pubDate>
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<title>GH Editorial: Violent Games Laws: Uninformed, And On The Rise</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_editorial_violent_games_laws_uninformed_and_on_the_rise</link>
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<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Evan Lahti.</i></p>
	



<p class="MsoNormal">Late last month, Texas
politician and gubernatorial candidate Star Locke proposed a $10,000
per-abortion tax on medical clinics and a 50 percent tax on soda that
"contains added glucose, fructose, and sucrose." Likewise, Locke
suggested a 50 percent "grease tax" on "all food prepared by
deep-frying or cooking in any form of oil or grease for human
consumption." Locke justified his radical tariffs, stating to the <em>Amarillo Globe</em>: "I take the position
that the founding fathers took: that the power to tax is the power to
destroy." <br>
<br>One can only imagine the ensuing riots at speculation of a
$9 quarter-pounder, but though Locke's levies are illogical (if not
unconstitutional), one final suggestion topped the cake: to pass a 100 percent
sales tax on violent videogames into law.<br>
<br>
While gamers shouldn't fret about paying $100 for the next Halo or Grand Theft
Auto update, they should worry that Locke's "solution" is indicative
of a growing trend in American politics - more than ever, legislators are
pushing for laws that illegalize the sale of violent and mature videogames to
minors. <br>
<p></p><br>
However, theres a key question these bills can't seem to answer: "Is it
really Congress' job to determine what video games are appropriate for minors,
and which are not?"<br>
<br>
The Florida State of Representatives thought they had an answer in HR 647,
another member of the game-violence judicial bandwagon, which was recently
submitted to the state congress. The bill states that "minors who are
exposed to depictions of violence in videogames are more likely to experience
feelings of aggression, to experience a reduction of activity in the frontal
lobes of the brain, and to exhibit violent, antisocial or aggressive
behavior." <br>
<br>
The bill goes on to claim that "even minors who do not commit acts of
violence suffer psychological harm from prolonged exposure to violent video
games." <br>
<br>
"Prolonged exposure?" This sort of rhetoric begs the question - are
lawmakers taking a candid look at how video games affect children, or are they
just staring at the sun? Using the same language we use to describe the physical
effects of hard alcohol and narcotics to talk about video games is a frightening
sign of what may be in store for free speech.



</p><p class="MsoNormal">Pro-regulation figureheads like Jack Thompson would have us
believe that games are mental intoxications  that each time I pop Killzone or
Resident Evil into my console, Im subjecting myself to content that will
ultimately brainwash me into a volatile, aggressive sociopath. In a January 8
article published this year on <a href="http://www.thenewstribune.com/opinion/columnists/story/5446063p-4916552c.html">The
News Tribune</a>, Thompson claims: "Teens [] have a neurobiological
developmental deficit that can, in the worst case, turn them into "Manchurian
Candidate" killing machines."



</p><p class="MsoNormal">Thompsons pseudo-scientific indictment of the gaming
industry is remindful of the language used in prescription medication ads: "side
effects of playing Counter-Strike may include nausea, dizziness, or assaulting your
friends and family against your will." Perhaps we should consult the
Surgeon General as well.



</p><p class="MsoNormal">Are there games that are inappropriate for minors?
Absolutely. Does it mean that <em>every</em> 17-year-old
should be prohibited from buying games because they havent sufficiently matured
enough to handle certain content? Is a generalized, age-based ban an
appropriate and effective way to protect our children from violent games?<br>
<br>
Unfortunately, one reason these questions remain is the fact that our
legislators are largely ignorant of video games as a medium, and are instead
informed by a few highly-specified and over-dramatized examples. Titles like Manhunt
and Mortal Kombat, while clearly members of the "mature" category,
have redeeming artistic qualities, but are construed as typifying an
industry-wide epidemic.<br>
<br>
Of course, it hasn't helped that the gaming industry has grown so quickly. Not
20 years ago, having consoles and personal computers in the household was a
radically new idea; in 2004, the gaming industry posted revenues of $10 billion
 more than Hollywood. Culturally
and otherwise, gaming's footprint hasn't quite been measured by society, and
its part of the reason were seeing unrealistic regulations.



</p><p class="MsoNormal">But if we reflect, the recipe seems familiar: new technologies,
new forms of expression, and new ways of perceiving reality have a predictable
way of muddling anyone we elect into office. Film, television, and radio
represent some of our most highly-regulated businesses; and politicians would
rather attack industries that subjectively pollute our minds than the ones
that pollute the very air we breathe.</p>But though our industry may have expanded rapidly, legislators
need to realize that the gaming generation has grown up. Far from being an
activity reserved for children, todays average gamer is 30 years old, and only
35 percent of game players are under 18 years of age. According to a study by
the Entertainment Software Association, even women over the age of 18 represent
a greater portion of the game-playing population (28 percent) than boys from
ages six to 17 (21 percent). As games have become less of a "childrens
toy," lawmakers have stayed stuck in the past. In short, if gaming continues
to be confined to contexts of immaturity and adolescence, video games and their
creators will continue to be scapegoats; scapegoats for killers like Dylan
Klebold and Eric Harris of Columbine, Colo., whose actions the media quickly correlated
with "Doom," labeling the game as training for their horrific crimes.



<p class="MsoNormal">If the term "scapegoat" seems too harsh, examine an
excerpt from the <em><a href="http://www.baxterbulletin.com/apps/pbcs.dll/article?AID=/20060208/NEWS01/602080339/1002">Baxter
Bulletin</a></em>, an Arkansas
newspaper. In an article about Jacob Robida, the recently-accused offender in
an attack at a gay bar in Massachusetts
that killed a police officer, the paper published this quote from <span class="bodytext">Massachusetts Prosecuting Attorney Paul </span>Walsh: "My
look at the search warrant (for Robida's home) was that the investigators
turned up no video games. [] From the information we have here, there is no
proof video games were involved." 



</p><p class="MsoNormal">Thank goodness that Robidas PlayStation or Xbox werent
accomplices to his hateful act. But who suggested a game-crime connection to
police? None other than Jack Thompson, the Miami
attorney that seems to involve himself in national investigations when it suits
his interests.



</p><p class="MsoNormal">Inexplicably, videogames have become societys insanity plea
for murder, violence, and other crimes. Will increased game-regulation really attenuate
these problems? Likely not, but it begs a more important question - how do we
strike a balance between allowing freedom of expression and understanding a medium
for what it is, but also aiding parents in choosing what their child should or
shouldnt be exposed to?



</p><p class="MsoNormal">Ultimately, parents and law-makers understanding of video
games has to mature. Politicians seem under the impression that each time Joe
twelve-year-old blows away some poor virtual soul in Halo, theyre going to
take it into the streets. But the way people interact and are affected by video
games isnt that simple. 



</p><p class="MsoNormal">Individuals that commit crimes "inspired" by video
games have more deeply rooted problems - an inability to distinguish reality
from fantasy. While games with violent content could serve as an impetus for
troubled youths, they ignore the "bigger picture;" the fact that ultimately,
people are responsible for their own actions.



</p><p class="MsoNormal">More generally, society needs to take the initiative to hold
a view that recognizes videogames as a legitimate form of communication and
entertainment, not a system designed to drill teenagers on the intricacies of
executing a drive-by shooting. People seem unwilling to accept the idea that <em>society's ills are rooted in more
significant problems than computer-rendered characters engaging in a virtual firefight.</em>


	</p>]]></description>
<pubDate>Thu, 16 Feb 2006 16:06:00 -0600</pubDate>
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