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Adam Thierer
               athierer@pff.org
Progress & Freedom Foundation
                     April 2008
                    www.pff.org
                                  1
www.pff.org/parentalcontrols
                               2
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
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
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
Ratings



          6
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
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
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
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
Most Games are Rated “E” or “E 10+”




  “E”      “E 10+”
                               “M”
                      “T”

                                      11
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
ESRB Promotional Efforts




                           13
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
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
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
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
Parental Controls



                    18
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
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
Xbox 360
Parental
Controls




           21
Microsoft Vista Controls




                           22
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
Third-Party Efforts:
    Rise of independent
game rating & review services



                                24
 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
26
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
Concluding Thoughts
       and a
Look into the Future



                       28
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
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
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
Appendix:
 The forgotten role of
Household Media Rules



                         32
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
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
Regardless of other
   issues or disagreements,
we all need to think about how
     video games fit into a
    “balanced media diet”

                             35
The Media Food Pyramid: The Importance of a Balanced Media Diet




                                                            36

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Video Games Presentation At Penn State Univ (Adam Thierer Pff)

  • 1. Adam Thierer athierer@pff.org Progress & Freedom Foundation April 2008 www.pff.org 1
  • 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
  • 24. Third-Party Efforts: Rise of independent game rating & review services 24
  • 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
  • 26. 26
  • 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
  • 28. Concluding Thoughts and a Look into the Future 28
  • 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
  • 32. Appendix: The forgotten role of Household Media Rules 32
  • 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