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Working Groups : Violence & Militarization of Society : Featured Campaign

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One of the concerns of the Militarism and Violence in Society Working Group is the inappropriate marketing of violent video games to youth. Corporations must assume greater responsibility for education about, and enforcement of, rating systems and guidelines applicable to violent interactive videos.


 

 

Violent Video Games

The entertainment industry's response:

The Entertainment Software Ratings Board (ESRB) a self-regulatory body established in 1994 by the Entertainment Software Association, rates its own video game products by content and age appropriateness. In June 2003, the ESRB added four new content descriptors to the twenty-six that already exist. In a press release, the ESRB said : The new descriptors will help consumers more precisely evaluate the extent and intensity of violent content in computer and video games by distinguishing between the kind of animated violence that frequently appears in children’s cartoons and the realistic-looking violence that may appear in advanced M-rated (Mature) titles intended for gamers 17 and older.
“The ESRB also announced that effective September 15, it will require the placement of new labels on the back of game boxes. The new labels draw consumer attention to both the age rating and content descriptors assigned to game titles by the ESRB. The new labels are more prominent, visible, and informative than the labels they will replace. In addition, ESRB rating symbols will continue to be published on the front of all game boxes.”

Are the video game ratings effective, and will they be enforced?

In a 2000 report, the Federal Trade Commission said: "The aggressive marketing of violent games to children undermines the credibility of the industry's ratings and frustrates parents' attempts to make informed choices."

78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games.

The 2002 Media Wise Video Game Report Card, issued by the National Institute on Media and the Family, gave video game retailers an “F” for ratings enforcement.

The June 7, 2003 broadcast of The NewsHour with Jim Lehrer reported that a group of Seattle citizens sent children into stores to try to buy the M-rated and top-selling video game “Grand Theft Auto," 15 of 17 had no trouble. One 12 year-old told of his experience at the check-out counter of a Best Buy store, where he successfully bought the game:

She looks at me and she says, "Are you sure you should be buying this game? You look kind of under-aged." I said, "well, it's a really cool game and all my friends have it." So she goes off to her phone and she dials up her manager. So she said, "okay," staples this receipt, and she hands me the game, and I walked out the door.