3. Outline
(I) Why care about ratings & parental controls?
(II) Current state of ratings
(III) Current state of parental control tools
(IV) Third-party rating efforts
(V) Legal/ regulatory issues
(VI) Future controversies & issues
(VII) The forgotten role of informal household rules
3
4. Why Care about Ratings & Parental Controls?
Recent video game and Internet legal cases suggest a
major jurisprudential shift
Courts have:
(a) rejected most “harm to minors” theories
(b) employed the “less restrictive means” test
= regulation must yield to private alternatives if they are
available and effective (Q: but what is effective?)
4
5. That means…
Courts have largely foreclosed government censorship of
most media and placed responsibility over what enters
the home squarely in the hands of parents
This is why parental control tools and methods are more
important than ever before
But, future policy debates could hinge on continued
effectiveness of ratings & parental controls
5
7. What makes for a “good” rating system?
The purpose of a rating system is to:
(1) convey information about a given media product to
consumers (especially parents),
(2) so that they are able to make an informed judgment
about the wisdom of consuming that media, or allowing
children to consume it.
In other words, a good rating system INFORMS and
EMPOWERS
A rating system is NOT a tool to “clean up” or self-
censor media
7
8. The Entertainment Software Rating
Board (ESRB)
Established in 1994
Rates approximately 1,000 games per year
Virtually every game produced for retail sale
is rated
7 rating symbols + over 30 content
descriptors
Both ratings and descriptors have evolved
slightly over time
8
9. ESRB Game Ratings
EARLY CHILDHOOD: Titles rated EC have content that may be suitable for ages 3 and older.
Contains no material that parents would find inappropriate.
EVERYONE: Titles rated E have content that may be suitable for ages 6 and older. Titles
in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent
use of mild language.
EVERYONE 10+: Titles rated E10+ have content that may be suitable for ages 10 and
older. Titles in this category may contain more cartoon, fantasy or mild violence, mild
language, and/or minimal suggestive themes.
TEEN: Titles rated T have content that may be suitable for ages 13 and older. Titles in this
category may contain violence, suggestive themes, crude humor, minimal blood, simulated
gambling, and/or infrequent use of strong language.
MATURE: Titles rated M have content that may be suitable for persons ages 17 and older.
Titles in this category may contain intense violence, blood and gore, sexual content, and/or
strong language.
ADULTS ONLY: Titles rated AO have content that should only be played by persons 18
years and older. Titles in this category may include prolonged scenes of intense violence
and/or graphic sexual content and nudity.
RATING PENDING: Titles listed as RP have been submitted to the ESRB and are
awaiting final rating. (This symbol appears only in advertising prior to a game’s release.) 9
10. ESRB Content Descriptors
Alcohol Reference Nudity
Animated Blood Partial Nudity
Blood Real Gambling
Blood and Gore Sexual Themes
Cartoon Violence Sexual Violence
Comic Mischief Simulated Gambling
Crude Humor Some Adult Assistance May Be Needed
Drug Reference Strong Language
Edutainment Strong Lyrics
Fantasy Violence Strong Sexual Content
Informational Suggestive Themes
Intense Violence Tobacco Reference
Language Use of Drugs
Lyrics Use of Alcohol
Mature Humor Use of Tobacco
Mild Violence Violence
10
11. Most Games are Rated “E” or “E 10+”
“E” “E 10+”
“M”
“T”
11
12. ESRB also…
operates an Advertising Review Council (ARC) that
promotes and monitors advertising and marketing
practices in the gaming industry.
“Principles for Responsible Advertising”
“Advertising Code of Conduct”
works with retailers to educate
“OK to Play” campaign
has an educational partnership with the Parent-
Teacher Association to encourage and enable state
and local PTAs to educate their community’s parents
produces educational PSAs with policy makers to
build awareness about ESRB system
12
14. Relative Strengths of the ESRB
Most comprehensive industry-led media rating &
labeling system to date
“professional” game content is all being labeled
Focus on content descriptors versus ratings
differentiates the ESRB; provides much more
information to parents
A lot of parents are aware of it and use it
Of course, the price tag of games helps!
$40-$60 price tag means parents pay more attention
“power of the purse” more prevalent with games than
other media content 14
15. Parental Awareness & Use of ESRB Ratings
100%
89%
90%
Ratings Awareness Ratings Use 85%
83%
80% 78%
74%
72% 71%
70%
70% 67%
60%
53%
49%
50%
43%
40%
30%
20%
10%
0%
1999 2002 2003 2005 2006 2007
Source: Entertainment Software Rating Board, Peter D. Hart Research Associates
15
16. Challenges for ESRB system
#1 challenge = Retailer compliance
Constant need to train and retrain retail clerks to enforce
system at point of sale
Many clerks are young themselves; friends of buyers
System often judged by unique outliers (ex: “Grand
Theft Auto” and “Manhunt”)
Unfair; like judging all books by the Unibomber manifesto!
Most games are acceptable for young kids
Keeping game developers happy is hard!
The artists who create these games often don’t like
having their art rated; creates tensions
16
17. ESRB Challenges (cont.)
Social science critiques
some psychologists or media critics allege …
Failure to account for supposed harm to cognitive
development of minors
Ratings creep
Legal / regulatory challenges
Constant stream of state & federal legislation
(discussed in concluding section on “Future Trends”)
Seemingly endless legal cycle
10 major cases so far, all won by industry
17
19. Game Console Controls
All major gaming consoles (Microsoft, Sony, Nintendo)
have embedded parental controls tools
can block by both ESRB and MPAA ratings (via metadata
tags)
allow parents to enter the ESRB rating level that they
believe is acceptable for their children. Once they do so, no
game rated above that level can be played on the console
Even controls for massive, multiplayer online gaming
Ex: XBOX 360 can block chat, restrict via a “buddies list,”
and block online purchases
Microsoft Vista offers similar gaming controls
19
20. How the Xbox 360 gets it right…
Importance of “out-of-the-box” parental controls
experience
Bundled ESRB rating card+ clear manual
Online support/ manuals
Chat restrictions
Buying restrictions
Buddy lists can be easily monitored
“Family timer” now offered (limits game time)
20
23. Other consoles…
Nintendo (Wii) & Sony (PS3) not quite as
sophisticated as the Xbox, but basic controls are
included in both systems
Can filter by rating and block chat & purchases
Sony’s PS3 controls need some work
Strange “1-11” rating matrix; not explained well in
manual
Manual & online site lacks details; little assistance
More difficult to set up out of the box
23
25. Common Sense Media
www.commonsensemedia.org/game-reviews
Gamer Dad
www.gamerdad.com
What They Play
www.whattheyplay.com
Children’s Technology Review
www.childrenssoftware.com
+ good user-generated reviews of video games on sites
like Amazon.com and Metacritic.com
25
27. Benefit of independent rating & review sites:
Most obviously, not industry affiliated
Wealth of divergent views; many from average
parents (and sometimes even kids)
Creates equivalent of a shadow ratings process
= a check / watchdog for the ESRB
But.. none are as comprehensive as the ESRB;
many games not considered by these sites; they
focus mostly on popular titles
27
29. Some thoughts about ratings and
technical controls…
No rating system is perfect and no parental control
tool is foolproof
Rating and content-labeling efforts are not an
exact science; rating art is not like solving
mathematical equations
But ratings and parental control tools need not be
perfect to be preferable to government regulation
That is particularly true because of the First
Amendment values at stake here
Moreover, private ratings and controls have many
advantages over government regulation…
29
30. Advantages of Private Ratings &
Controls vs. Government Regs
Private Ratings & Controls Government Regulation
Can be tailored to “One-size-fits-all”
household needs / values
Immediately effective Usually retroactive
(+ lengthy legal challenges
follow)
Entirely Constitutional Often Unconstitutional
Less prone to special “Heckler’s veto” problem is
interest influence pervasive
30
31. Future issues
(1) renewed push for universal media ratings? or just…
(2) Oversight of ESRB by Congress or non-profit / academic
groups?
(3) More FTC oversight of retailer enforcement?
FTC already conducts secret shopper surveys + report
(4) Mandatory age verification for MMOGs & online activities?
(5) Mandatory parental controls defaults (i.e, controls
forced “ON” out of box, requiring parents to opt out of controls)
(6) What happens when “AO” games hit consoles?
(7) What about virtual reality games?
Star Trek’s “holo-deck” is coming to your living room!
Already seeing more tactile devices coming to market
31
33. Household Media Rules
= Any non-technical method of controlling media
consumption
A frequently overlooked part of the parental controls story
In many ways, household efforts represent the most
important steps that most parents can take in dealing with
potentially objectionable content or teaching their children
how to be sensible, savvy media consumers, and…
To the extent that many households never take
advantage of technical controls, it is likely because
they rely instead on informal household media rules
In a nutshell… Parents are parenting!
33
34. Taxonomy of Household Media Rules
1) “Where” Rules
Pew survey: 74% of homes with teenagers have their computers in an “open
family area”
2) “When and How Much” Rules
Pew survey: 59% of parents limit the amount of time their children can spend
playing video games and 69 percent limit how much time their children can
spend online
3) “Under What Condition” Rules
4) “What” Rules
Pew survey: 67% of parents already have rules for the kinds of video games they
can play 34
35. Regardless of other
issues or disagreements,
we all need to think about how
video games fit into a
“balanced media diet”
35
36. The Media Food Pyramid: The Importance of a Balanced Media Diet
36