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A brief history of the ESRB rating system - Polygon
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Entertainment Software Ratings Board ( ESRB ) is an American self-regulatory organization that provides age and content ratings to consumer video games. The ESRB was founded in 1994 by the Entertainment Software Association (formerly the Interactive Digital Software Association), in response to criticism of controversial video games with excessive sexual or violent content.

The council assigns ratings for games based on their content, using ratings similar to the movie rating system used in many countries, uses a six-age-based combination that is intended to assist consumers in determining the content and suitability of the game, along with a "content descriptions" system detailing certain types of content that exist in a particular game. ESRB maintains a code of ethics for video game advertising and promotion - ensures that marketing materials for the game are targeted to the appropriate audience. In 2011, ESRB began offering a system for automatically ranking for digitally distributed mobile games and apps, using surveys answered by product publishers as opposed to manual assessments by ESRB staff. Through the International Age Rating Coalition (IARC), this method can produce equivalent ratings for other regions. In addition to its game assessment operations, ESRB also provides certification services for online privacy on websites and mobile apps.

The ESRB rating system is enforced through voluntary video game levers and the North American retail industry; most stores require customers to show photo identification when purchasing a game that carries the highest ESRB age rating, and does not store games that have not been assessed. In addition, major console manufacturers will not license games for their systems unless they bring ESRB ratings, while console manufacturers and most stores will reject games rated by the ESRB as adult only. The ESRB rating system is not enforceable under federal law in one of the countries where it is actively used, although it is enforced under provincial law in some Canadian territories.

Because of the level of consumer and retail awareness of the ranking system, together with the organization's efforts to ensure that the retailer adheres to the ranking system and that publishers adhere to its marketing code, the ESRB has considered the system to be effective, and praised by the Federal Trade Commission to be the "strongest" entertainment sector. Despite its positive reception, the ESRB still faces criticism from politicians and other watchdog groups for its operating structure, especially after the 2005 incident that surrounded organizations that deal with "hidden" and unpleasant content in a game accessible using user-made modifications.

Critics of the ESRB have affirmed that the organization has a conflict of interest because of its importance in the video game industry, and that ESRB does not rate certain games, such as the Grand Theft Auto series, loud enough for their violent or sexual content to protect commercial survival they. In contrast, other critics argue that, at the same time, ESRB rates certain games too strong for their content, and that its influence has stifled the survival of adult-oriented video games due to board restrictions on how they are marketed and sold.


Video Entertainment Software Rating Board



History

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Video games with inappropriate content dates back as far back as 1976; the arcade game Death Race, an adaptation of the movie Death Race 2000, requires users to run "gremlins" with their vehicles and avoid the tombstones they leave behind. Although the graphics are relatively primitive, the overall theme of the game and the sound effects created when gremlins are killed are disruptive by the player, encouraging media attention. A developer known as Mystique became famous for making sexually explicit adult video games for the Atari 2600 console, but garnered the most attention with the controversial 1982 Custer's Revenge game, which inadvertently featured a rough simulation of rape a native American woman. Atari received many complaints about the game, and responded by trying to sue game makers.

The 1983 industrial crash, caused by a market that was raided by low-quality products, prompted higher regulation by future console manufacturers: when the Nintendo Entertainment System (NES) was launched in the United States in 1985, Nintendo of America instituted requirements and restrictions on party developers third, including the requirements for all games licensed by the company. The console itself also includes a locking chip to enforce these requirements and prevent the console from loading unlicensed games. The leverage on developers has since become a standard practice among console makers, although Nintendo of America also has a strict content policy, often censoring blood, sexual content, and reference to religion, tobacco and alcohol from games released on consoles in the United States.

When asked in 1987 about the appropriateness of a movie-like rating system for video games, representatives of the Software Publisher Association said that "Adult computer software does not have to worry.It is not a problem that the government wants to spend time with... They just finished with big magicians in the music recording industry, and they really do not have a place ". The association recommends voluntary warnings for games such as Leisure Suit Larry in the Land of the Lounge Lizards (1987).

Formation and early years

The development of video games into the 1990s brings a dramatic increase in graphics and voice capabilities, and the ability to use full-motion video content (FMV) in-game. In the United States Senate Democratic Senator Joe Lieberman of Connecticut and Herb Kohl of Wisconsin led a hearing on violent video games and community corruption that began in 1992. Two matches in this era were specifically cited in court for their content; Mortal Kombat fighting game featuring realistic, digital sprites from live-action actors, blood, and the ability to use violent "death" moves to defeat the opponent while Night Trap is shown 90 minutes FMV content, with scenes that are considered sexually suggestive and exploitative. Both Nintendo and Sega have different views on content that is not fun in video games; the Mortal Kombat port for Super NES is censored to remove gaming content that is too loud, while the port for the Sega console stores a lot of this content, which helps increase sales.

Sega has implemented a voluntary appraisal system, Videogame Rating Council (VRC), mostly to rate games released for the console itself. Mortal Kombat and Night Trap were rated "MA-13" and "MA-17" on the Sega scale. During the trial, Howard Lincoln and Bill White (Nintendo and US Sega respectively) attacked each other's opinions about inappropriate content in the video game; Lincoln cursed Sega for even releasing Night Trap and felt it "has no place in our society", while White argues that Sega is more responsible to consumers because they actually have a scoring system, rather than the empty assumption that all the games will be suitable for the general public. Fragmentation will also develop in the game classification; The 3DO Company creates a rating system based on their own age, the 3DO Rating System, for games released on the Multiplayer 3DO Interactive platform, and the Recreation Software Advisory Board (RSAC) set up for PC ranking games, using systems that grade specific content-specific grades inappropriate, but do not use age recommendations. However, Lieberman did not believe that this system was enough, and in February 1994, threatened to propose the establishment of a federal commission to organize and assess video games.

With the threat of federal regulations, a group of major game developers and publishers, including Acclaim Entertainment and Electronic Arts along with Nintendo and Sega, formed a political trading group known as the Interactive Digital Software Association in April 1994, with the aim of creating a self-regulatory framework for assessing and rated video games. While Sega has proposed that the industry use the VRC rating system, Nintendo's representatives objected to the idea because they did not want to associate themselves with the work of their main competitor; instead, a vendor neutral rating system known as the Entertainment Software Ratings Board (ESRB) was developed. The establishment of the ESRB was officially announced to Congress on 29 July 1994. The ESRB was officially launched on 16 September 1994; the system consists of five ratings by age; "Early Childhood", "Children to Adults" (later renamed "Everyone" in 1998), "Teenagers", "Adults", and "Adults Only". ESRB will also use "descriptor" with a brief description of the content contained in the game.

The US arcade gaming industry does not adopt the ESRB system, with the American Amusement Machine Association (AAMA) having mentioned "the fundamental difference between the coin-operated customer segment and the video game industry" as an excuse. AAMA, Entertainment & amp; The Association of Music Operators, and the International Association for the Entertainment and Entertainment Industry, adopted their own three-tier "Parent Advisory System" in 1994, which uses three levels of intensity of color-coded content (marked with green, yellow and red stickers affixed to works art arcade cabinet).

Recent expansions and developments

Along with the effort to classify video games, ESRB also established a division known as Entertainment Software Rating Board Interactive (ESRBi), which assesses Internet content using systems similar to its video game ratings. ESRBi is also primarily partnering with America Online internet service providers to integrate these ratings into existing parental controls. The ESRBi was discontinued in 2003.

In 2002, Dr. Arthur Pober, the original president of the ESRB, resigned so he could focus on academics. In November 2002, he was officially replaced by Patrica Vance, who previously worked for The Princeton Review and The Walt Disney Company. In March 2005, the ESRB introduced a new rank, "Everyone 10", pointing to games with content that had a higher impact than the game rated "Everyone" but still not high enough to get a "Teenager" rating.

In response to the growing use of smartphones, in November 2011, CTIA, a group of major US companies representing the wireless industry, and ESRB announced a joint development of a free, voluntary ranking process for mobile app stores. The system uses ESRB icons and content descriptors, along with four additional "Interactive Elements" ("Digital Purchases", "Stock Info," "Sharing Locations," and "User Interactions") to inform users about app behavior related to collection and interaction data with other people. Verizon Wireless and T-Mobile USA were among the first to apply this system for their own display window, and Microsoft Windows Phone Marketplace has supported ESRB ratings at the time of its introduction. ESRB President Patricia Vance explained that the partnership is intended to help expand the reach of the ESRB to the mobile market, and that "consumers, especially the elderly, benefit from a series of consistently applied judgments for the game rather than a series of different systems."

In November 2012, ESRB and other video game ratings boards, including PEGI, the Australian Classification Council, and USK, among others, formed a consortium known as the International Age Rating Coalition (IARC). The group seeks to design an online questionnaire-based valuation process for digitally distributed video games that can generate ratings for multiple video game ranking organizations at once. The resulting ranking information is associated with a unique code, which can then be used by online storefronts to display ratings appropriate to the user's area. The three major console makers, Microsoft, Sony, and Nintendo are all committed to supporting IARC for their digital stores, including ESRB ratings for the North American market. The Google Play Store was updated in March 2015 to adopt and display ESRB ratings for apps in North America via IARC. Windows Store also implemented IARC in January 2016. Apple App Store still uses its own generic rating system and does not use ESRB or IARC systems.

Maps Entertainment Software Rating Board



Assessment process

To earn ratings for games, publishers send questionnaires and DVDs containing the most graphic and extreme content snippets found in the game to the ESRB, including content related to the game context, storyline, gift system, can be opened and vice versa "hidden" Content, and other elements that may affect its rating. They can also provide printed copies of game scripts and lyrics from in-game songs. The recording is reviewed by a team of at least three assessors, which discusses which rankings are most appropriate and "helpful" for the game, based on the recording and the details provided. Valuers represent a variety of demographics, including parents, along with casual gamers and "hardcore". The previous assessors were hired on a part-time basis, but in 2007, the ESRB switched to a team of seven full-time assessors, all of whom live in the New York City area.

If the publisher disagrees with the ratings they assigned, they can edit the game and submit a revised version for the new rank; for example, the original piece of The Punisher is rated AO because of the extremely violent nature of certain scenes contained in the game. To reduce its impact, the developer turns these scenes into black and white: the revised piece of the game is resent, and receives a M. rank. There is also an appeal process, but it is never used.

When the game is ready for release, the publisher sends a copy of the last version of the game to the ESRB, which reviews the game packs, and the number of random games they receive played is tested for a more thorough review. Penalties apply to publishers misinterpreting their game content, including potential fines of up to US $ 1 million and withdrawal of products, if deemed necessary. ESRB usually post rank information for new titles on its website 30 days after the rating process is completed; in 2008, in response to an incident where this practice inadvertently leaked information about games that have not been announced, ESRB began allowing publishers to place an embargo on the release of rank information until the game was officially announced.

In April 2011, ESRB introduced the Short Forms, an efficient and automated process to rank for downloadable game consoles as a way to cope with the rapidly expanding digital game volumes. Instead of asking an appraiser to review each product (Forms Long), this game publisher completed a series of multiple-choice questions that address content across relevant categories, including violence, sexual content, language, etc. The response automatically determines the category of game ratings and content descriptions. Games assessed through this process can be tested after release to ensure that content has been properly disclosed. Survey-based methods are also used in ESRB/CTIA and IARC assessment programs for mobile applications. ESRB plans to remove the Short Form for digital games only, instead directing developers and publishers to use IARC programs driven by similar questionnaires, adopted outside of mobile app stores, including Nintendo eShop and PlayStation Store, as a requirement for posting.

In response to concerns from Sony about the growing number of indie game titles that received physical releases in addition to retail ones, the ESRB began to institutionalize new rules around August 2017 that each retail product was mandated to undergo a Standard Forms standard review for the game, not allowing the use of the Short Form for title- such titles. At the same time, the ESRB introduces a "grade level" for the Long Form review process for games developed at a lower budget (under $ 1 million), at a cost of $ 3000 to get retail ratings. This decision has influenced the choice of some indie boutique game publishers, who have canceled plans for the retail version or had to stop selling the retail version to comply with the new ESRB rules.

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Ratings

ESRB ratings are primarily identified through icons, displayed on the packaging and promotional materials for the game. Each icon contains an alphabetic letter that represents the assessment. In addition to ratings based on age, rating, ratings ESRB also includes one or more of 30 "content descriptions" that provide detailed information about the type and level of inappropriate content contained in the game, including categories that include different levels of violence, language, sexual content , nudity, use of alcoholic beverages or other drugs, rough and mature humor, or gambling. The full label, which contains descriptions and ratings, is usually displayed on the back of the game pack.

Games that combine online features should feature additional "Online Interaction Not Rated by ESRB" (previously "Game Experiences Can Be Changed During Online Play"), which deny that rating applies only to content that exists within the game itself, and does not include user-generated content available on it. Games that provide downloadable content after release should ensure that new content remains consistent with the original ESRB rating; if not, ESRB requires that the original game be re-evaluated and rated more appropriately in considering this new content. Ranking information also refuses if the game offers other digital or premium items (including downloadable content, microtransactions, and "loot boxes") that require real money payments to be obtained.

The appearance of the self-rating icon has been updated several times; originally brought a stylish, pixelated look, they were first updated in 1999 to bring a cleaner appearance. In 2013, the ranking icon is simplified, with the textual name of the rankings being black text on white, the tagline "content rated by" deleted completely, and trademark symbols moved to the bottom right corner. The change was intended to improve their clarity on a smaller size (as on mobile devices), reflecting growth in the digital distribution of video games.

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Enforcement

The ESRB rating system is mainly established on the basis of self-regulation by video games and the retail industry; in the market where they are used, retailers typically apply an "Adult" rating using photo identification, and refuse to stock video games that have not been ranked by the organization, or are rated "Adult Only". Modern video game consoles can also include configurable parental controls to restrict games played by specific users, using factors such as their ESRB ratings.

Steam, the largest digital distribution store for personal computers, displays ESRB ratings when available, but lacks its own internal rating system. This platform only limits games that contain illegal content or "trolling" content that is blatant.

In the United States, there are state and federal efforts to introduce laws that require retailers to implement ESRB ratings systems. In 2004, California Parliament member Leland Yee sponsors a bill that requires retailers to provide M-rated games on separate shelves from low-rated games, at least 5 feet (60 inches) off the ground. The bill was ratified, after modification only requires retailers to promote awareness of ESRB rating systems to their customers.

The following year, California passed a second bill sponsored by Yee, which prohibited the sale of "violent video games" to minors. This term is defined by using a variation of the Miller test (originally designed to assess whether a work is indecent), independent of any rank that the game has received. In a key decision, the law was beaten by the Supreme Court at Brown v. Entertainment Merchants Association , which decides that since video games are a form of protected expression under the First Amendment, the law limits their sales to minors based on unconstitutional content.

In Canada, ESRB ratings are enforced under provincial law by movie ratings boards in Manitoba, New Brunswick, Nova Scotia, Ontario, and Saskatchewan. As in the US, most retailers voluntarily apply a missed ranking. Prior to the implementation of the Film Classification Act, 2005, which gave him the power to apply ESRB ratings, the Ontario Film Review Board had used his own strengths to classify M-rated as a movie and rated "Restricted" to those under 18 years of age. Instead, the British Columbia Film Classification Office considers ESRB ratings to be accurate.

In May 2013, ESRB reprimanded online game distributor Wartune because it used a trademarked "Adult Only" icon in its ad without authorization or actually received a rating by the board.

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Marketing

The ESRB enforces guidelines that have been adopted by the video game industry to ensure responsible advertising and marketing practices. This includes ensuring that the packing of games, advertisements and trailers correctly displays ranking information, limiting the creative spots for games rated "Teenagers" or higher may appear, prohibiting publishers from "glamoriz [ing] or exploiting" game ratings in ads, and requires online game marketing rated "Adult" or higher to be restricted to age-appropriate users. This enables ESRB to restrict video game advertising "to consumers whose products are not assessed as needed." The Council also prohibits the ratings of other organizations shown alongside the ESRB ratings on publisher websites or social media outlets. A group of online game publications known as the ESRB Website Council operate under a similar code of conduct, requiring them to display ESRB ranking information for games they cover, and apply systems to limit access to audiovisual content depicting M or AO-rated games to age users.

In March 2013, ESRB reduced certain restrictions on M-rated game promotions. First, trailers for games that are or are anticipated to be rated "Adults" can be emptied by ESRB as appropriate for "common" audiences - equal to the "green band" ratings issued by MPAA for movie trailers. Second, the board begins to allow, on a case-by-case basis depending on game target demographics, M-rated games will be cross-promoted in game marketing materials with lower rankings.

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Online privacy

In addition to the operation of video game ratings, ESRB also offers an online privacy program that helps websites adopt privacy policies and data usage practices that comply with relevant laws and best practices for the collection and use of personal information, and provide "Certified Seeds" under the ESRB privacy guidelines. As of June 2013, the service extends to mobile apps, with special emphasis on helping app developers adhere to the changes that will occur in the Children's Online Privacy Protection Act.

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Reception

The ESRB has considered its system to be effective, in part because of the Board's initiative to increase consumer enforcement and awareness of the system, and efforts by retailers to prevent the sale of M-rated games to minors.

In the year following the 1994 launch, the ESRB rating system has achieved widespread use in the gaming console industry, although adoption has not been as high in the PC gaming industry. Lieberman and Kohl also report that some retailers are reluctant to remove old games that are not valued from their shelves, and that some retail employees have no knowledge of the new system. In 2008, the Federal Trade Commission reported 20% of underage mysterious buyers managed to buy M-rated video games from various retailers - a 22 per cent reduction from 2007. In 2011, these numbers fell further by 13%.. In the 2009 Report for Congress, the FTC recognizes the ESRB as having the "strongest self-regulatory code" of all entertainment sectors due to the enforcement of its advertising and marketing guidelines.

Rating accuracy

The ESRB is often accused of not ranking certain games, such as Manhunt and the series Grand Theft Auto , loud enough for violence and other related themes, and due to lack of transparency in certain aspects of assessment process. Critics argue that some games only receive M ratings rather than the stricter AO ratings because of the commercial effects of such ratings; console manufacturers and most retailers refuse to distribute AO-rated games, dramatically affecting their commercial availability. The ESRB Representative states that the Council uses AO ratings when warranted, even out of violence, and that on many occasions, the publisher will edit the game to meet the M rank to ensure broad commercial availability rather than maintaining the AO rating. Film classification boards from Canadian provinces British Columbia and Ontario each classify M-rated Soldier of Fortune and Manhunt as movies due to concerns about the nature of their content. , and gives them a "Restricted" rating, legally restricting their sales to adults.

There is a correlation between M rank and sales; a 2007 study by Electronic Entertainment Design and Research found that M-rated games "had the highest average Metacritic score and highest average gross sales in the United States," and the NPD Group found that 7 of the 20 best video games of 2010 (including game # 1, Call of Duty: Black Ops is M-rated, though only 5% of the games released that year carry the rating.

In 2005, the National Institute of Media and Family criticized the ESRB for rarely using the Adult Only rating for having an interest in the video game industry, stating that "study after study suggests that ratings will be tighter if parents do the job." Take explicit pornography to get < i> AO's Grand Theft Auto: San Andreas , even though the original version, still rated M, rewards for players whose personalities on the screen have sex with prostitutes and then kills them We have called for the AO rating for the series Grand Theft Auto for many years - it is now clear why the ESRB has ignored our request. "ESRB denies these claims, arguing that the organization" relies on wrong research and ignores any and all conflicting evidence " is "imposing its own narrow values ​​and morality across the country, irrespective that it has few tokens i to show that parents agree with their point of view, "and did not reply to ESRB requests for comment following its report card in 2004. The board also pointed out that NIMF studies and" report cards "use data from PSVRatings, a nonprofit competitor for ESRB.

On the other hand, some people feel that the "Adult" rating is too broad; video game journalist Ben Kuchera notes that Halo 3 - the first-person shooter of science fiction whose violent level, according to him, is comparable to that of Star Wars movies, has received an M rating for "Blood and Gore , "" Mild Language "and" Violence ". He argues that "having a game like Halo 3 shares the same value as Saints Row IV , which brings 'Blood,' Intense Violence, '' Partial Nudity, '' Sexual Content , the 'Use of Strong Language' descriptor and 'Drug Use' are always ridiculous, and that undermines the impetus of the ranking system. "Likewise, he feels that the pitch and content of the PG-13 movie The Dark Knight is relative more severe for children than the Saints Row series because of the last light. Heart tone, but still notes that "as parents we know what's right and what's not for our kids, and realize the content they consume is a big part of our job as parents." Halo 5: Trustee , the latest installment in the franchise, received a "Teenager" rating instead of "Adult". Microsoft's Xbox division executive Aaron Greenberg believes that consumers have been "shocked" by the M rankings in previous installments "given the style of the game and the lack of real graphic violence and things like that", but that the "Youth" rating theoretically activates the game to reach an audience wider than the younger players.

Adult Only ranks only

The "Adult Only" (AO) rating has attracted a negative stigma among the video game industry - one that has been criticized for strangling the ability of developers to have creative freedom in depicting a particular theme in the game, at the risk of being not commercially viable due to publisher's objection to content which is rated AO. AO rated games can not be published for major video game console platforms, and most retailers do not have games rated AO. ESRB President Patricia Vance believes that applying self-censorship to ensure selling power is a "true compromise in every entertainment media," but still believes that the ultimately acceptable AO rating idea would be a good thing for the ESRB system. This stigma is mainly influenced by perceptions by industry and other activists that video games are generally considered children's products; for example, the availability of the Wii version of Manhunt 2 was denounced by Senator Hillary Clinton for fear that children could use gesture controls to portray "many scenes of graphic torture and murder".

Attitudes towards AO-rated games have also been influenced by the type of games that have received the rating; Peter Payne, head of Peach Princess, the English translation publisher of Japanese eroge visual novels, believes that the "Adult Only" rating has earned a "raunchy" and "no taste" reputation because the majority of AO titles are rated as niche pornography titles such as eroge , or immature titles such as Riana Rouge (the Polygon is described as a game that has adult movie quality, and "[aim] to do nothing more than tell a low joke and showing nude women prancing around ") and Lula 3D (whose packaging advertises Bouncin Boobs Technology inclusion).

In contrast, the ESRB only officially releases the AO rating for extreme violence three times: Thrill Kill, a heavy-duty sexual fights game, received an AO rating with content descriptions for "Animated Violence" and "Blood and Gore Animation ". Due to objections to game content, Thrill Kill was canceled by Electronic Arts after it acquired the North American game publisher, Virgin Interactive. Manhunt 2 also received an AO rating for its extreme violence; while the cut version will be released exclusively for the PC, the console version is edited to meet the M. ranking criteria. In January 2015, Hate , a controversial game whose plot is about indiscriminate characters killing everyone he met, rating for extreme violence and abusive language; one of the game developers denied the rating, arguing that "the violence is not that bad and the abusive language is not overused", but also acknowledging the scarcity of their situation.

Hidden content

In 2005, members of the mod community found that the PC version of Grand Theft Auto: San Andreas could be modified to unlock the incomplete sex minigame known as "Hot Coffee", which Rockstar North had decided to go out of the last game. The discovery of the minigame caused California State Assembly member Leland Yee to reprimand Rockstar and ESRB, arguing that the ESRB did not do its job properly. US Senators Hillary Clinton and Joe Lieberman also expressed their disapproval. Rockstar originally claimed that the minigame was made by the mod community and not part of the original game. This was not proven when it was discovered that a third party cheater tool could be used to unlock "Hot Coffee" in the game console version. Upon investigation, the ESRB changes its rating from M to AO, setting a precedent that the game may be reassessed due to the related content existing on the game disc, even if the content is programmed to be unplayable without modification or unauthorized use of a third party fraud. After releasing a version that excludes the content, the rank is returned to M.

In May 2006, The Elder Scrolls IV: Oblivion had its ranking changed from T to M due to "more detailed blood and blood description than was considered in the original rank", along with third-party mod for PC version allows the use of topless female characters. The game publisher, Bethesda Softworks, decides not to re-edit the game or to contest a new rating contest, but notes that Oblivion ' is "not typical" of games rated M, and that game "does not present a central theme of violence common to those products."

After these two incidents, the ESRB changed its policy in June 2006 to account for hidden content; publishers must disclose information about all content that can be opened or "hidden" in the game as part of the ranking process, and publishers may be fined up to US $ 1 million if found misrepresented their game content after further review. In response to the impact of Hot Coffee and the resulting policy change, ESRB President Patricia Vance stated that according to him, "no other industry self-regulatory system is willing or able to impose such swift and sweeping sanctions on its own members, which in this particular case resulting in the removal of market-selling products and huge sales losses. "However, some US politicians, including Sen. Sam Brownback, California Senator Leland Yee, and Michigan Senator Fred Upton (who is the main critic of Rockstar during the controversy), still feel that the ESRB has" lost "consumer confidence, believes that video game developers are taking advantage of a council's conflict of interest with the industry to incorporate inappropriate content into their products without the full knowledge of the ESRB.

At the end of 2006, both Upton and Brownback submitted a bill to put government oversight on aspects of the ESRB assessment process, and made it illegal for publishers to misinterpret the content played from video games to leaderboards; Upton proposed a bill known as the Video Game Decency Act, which explains that developers have "ended the process of delivering violent and pornographic material to our children," and that the bill will "go hand in hand with the mission of its own industry rating system." Brownback proposed a bill known as the Truth in Video Game Rating Act, which also forced the ESRB to have direct access to the game, not just video footage, and has started government studies on the "effectiveness" of the organization and possibly forming an independent ranking organization of the video game industry.

Microtransactions

In October 2017, in response to a growing criticism of the bootlegroom model for video game microtransactions (which gave the opportunity to get random items in video games, usually cosmetics in nature, instead of payments), the ESRB expressed their opinion that they were not gambling. They describe it as a voluntary and optional aspect of a video game, and can be compared to a booster pack for a collection card game as its purchase ensures that the user will receive the item altogether, but not always high value at all times. ESRB added that games that contain real real money bets will hold the Adult Only rating.

On February 14, 2018, US Senator Maggie Hassan asked the ESRB to check whether the game with loot box transactions is being marketed in an "ethical and transparent manner" that "adequately protects the young mind's development from predatory practice." The ESRB announced on February 27, 2018 that it would introduce a new label for each game containing "the ability to purchase digital or premium goods with real-world currency". The announcement was criticized for being redundant and ambiguous, as it applies to not only micro-deals, but the purchase of digital goods in relation to the game (which includes downloadable content), and thus will apply to almost all modern video games. Patrica Vance states that ESRB avoids references to certain types of micro transactions, so advisory labels can be understood by parents who do not know the specific details. Vance added that the ESRB "could not find any evidence that children were specifically [psychologically] affected by plunder boxes" or that they caused children to develop "a kind of gambling tendency."

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Usage

Although ESRB ratings are officially recognized in the United States, Canada, Mexico and their respective regions, most game publishers are expanding their use in various South American countries (except Brazil due to their own rating system), and, in the case of Nintendo, some Asian countries.

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See also

  • Video game controversy
  • Censorship in the United States
  • Sensors in Canada

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References


Entertainment Software Rating Board Wikipedia 9005191 - techpneu.info
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External links

  • Official website

Source of the article : Wikipedia

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