Post by *NormalGamer* on Apr 8, 2006 14:02:18 GMT -5
www.nintendojo.com/infocus/view_item.php?1144472156
Study Shows ESRB Wrong on Ratings
4/8/2006, 12:55am Eastern Time
Ever since the "Hot Coffee" incident surrounding Grand Theft Auto: San Andreas, researchers and politicians have taken an active interest in both the content of video games and the ratings of the Entertainment Software Rating Board. According to a recently published Harvard study, the ESRB ratings system does not always accurately label the content of M-rated games.
Along with the standard letters used to designate a rating, the ESRB uses content descriptors, such as violence, blood, and gore, to explain why they gave a game a particular rating. The Harvard study says that the ESRB often leaves out descriptors of content included in the game, particularly concerning profanity, substance use, and sexual themes. Of the 36 games studied:
* 24 games contained profanity, with 11 games labeled with a content descriptor for profanity.
* 21 games contained substance use (alcohol, drugs, etc.), with one game labeled with a content descriptor for substance use.
* 13 games contained sexual themes, with five games labeled with a content descriptor for sexual themes.
* Overall, the study claims 81 percent of M-rated video games contain unlabeled content.
The researchers used a randomly selected sample of all 147 M-rated games released prior to April 1, 2004. The researchers employed a "hired game player" to play each of the selected games for one hour after first being allowed to familiarize himself with the games. The study did not include PC games, instead focusing on games released on the three major consoles. Most of the 36 games examined in the study were either Xbox or PlayStation 2 games. Only three of the selected games--Resident Evil 3: Nemesis, Eternal Darkness and Metal Gear Solid: The Twin Snakes--were GameCube games.
Source: Harvard School of Public Health, Harvard KidsRisk Project
www.hsph.harvard.edu/press/releases/press04032006.html
Study Finds M-Rated Video Games Contain Violence, Sexual
Themes, Substances, and Profanity Not Labeled on Game Boxes
Industry Board Issues Ratings Without Playing Games
For immediate release: Monday, April 3, 2006
Boston, MA -- According to a study led by Associate Professor Kimberly Thompson of the Kids Risk Project at Harvard School of Public Health (HSPH), 81% of a random sample of Mature-rated video games included content that was not noted on the game box. This is the first independent, quantitative study to characterize content in M-rated games related to violence, blood, sexual themes, substances, profanity, and gambling observed in game play. The study appears in the April 3 Archives of Pediatrics and Adolescent Medicine Special Issue on the effects of media on children and adolescents published by the American Medical
Association.
"Parents and physicians need to recognize that M-rated video games popular with children and adolescents contain a wide range of often unlabeled content, exposing young people to messages that may negatively influence their perceptions, attitudes, and behaviors," said Thompson, Associate Professor of Risk Analysis and Decision Science at HSPH.
The study authors, Thompson, Karen Tepichin, and Kevin Haninger, researchers at HSPH, used a random sample of 25% of the 147 video games for current consoles rated M by the Entertainment Software Rating Board (ESRB), indicating the intended audience is for ages 17 and older. After quantifying game content related to violence, blood, sexual themes, substances, profanity, and gambling, they compared the content observed in an hour of game play to the ESRB content descriptors provided to consumers on the game box. These results confirm that the presence of an ESRB content descriptor means that game players likely will find the indicated content in the game but that parents should not interpret the absence of a content descriptor to mean the absence of content.
The study found that the ESRB--a self-regulatory body created by the computer and video game industry--inconsistently assigned content descriptors to some games but not to others with the same content. Based on these observations along with recent limited evidence showing that many children and adolescents play M-rated games, the study authors suggest that parents and physicians should play an active role in discussing game content with kids.
"It's time for the industry to provide complete, consistent, and clear information about what is really in games so that parents can make more informed decisions when selecting games for and with their children," said Thompson. She warns that "even though the M-rating might imply restricted access to these games, the existing, limited evidence suggests that many children and adolescents are playing M-rated games." The authors note that the Federal Trade Commission reported that, "In 2002 consumers purchased nearly 40 percent of M-rated video games for children younger than 17 years. The Federal Trade Commission also reported that 69 percent of unaccompanied children aged 13 to 16 years participating in its mystery shopper survey successfully purchased M-rated video games."
Although they urge parents to check and use the ESRB ratings, the authors believe the current rating process needs improvement. Currently, the ESRB does not require manufacturers to submit an entire finished game prior to assigning the age-based rating and the content descriptors. Without that requirement, the ESRB is unable to play the games before rating them. "Given the high prevalence of unlabeled content, we encourage the ESRB to make playing the games an integral part of the rating process," said Tepichin. Further, since much of the unlabeled content occurs within the first hour of game play, she encourages parents to play the games with their kids and discuss content. Haninger emphasizes the need for "greater transparency and public accountability of the rating process," which the authors believe will help consumers maintain confidence in the accuracy of the information provided.
The study found that nearly all of the games contained violence and blood. While the authors observed measurably less game play involving violence in M-rated games than games rated T (for "Teen"), they found significantly stronger depictions of violence in M-rated games. These games are more likely to contain blood, profanity, and substances, to depict more severe injuries to human and nonhuman characters, and to have a higher rate of human deaths than T-rated video games.
The authors suggest that parents and physicians should pay careful attention to the actual content of any M-rated video game that their children or patients might play, particularly since the M-rating indicates that the intended audience is for ages 17 and above. The results of this study also suggest that discussions about restricting children's access to violent games should take into account the fact that both T- rated and M-rated games contain significant amounts of violence.
Study Shows ESRB Wrong on Ratings
4/8/2006, 12:55am Eastern Time
Ever since the "Hot Coffee" incident surrounding Grand Theft Auto: San Andreas, researchers and politicians have taken an active interest in both the content of video games and the ratings of the Entertainment Software Rating Board. According to a recently published Harvard study, the ESRB ratings system does not always accurately label the content of M-rated games.
Along with the standard letters used to designate a rating, the ESRB uses content descriptors, such as violence, blood, and gore, to explain why they gave a game a particular rating. The Harvard study says that the ESRB often leaves out descriptors of content included in the game, particularly concerning profanity, substance use, and sexual themes. Of the 36 games studied:
* 24 games contained profanity, with 11 games labeled with a content descriptor for profanity.
* 21 games contained substance use (alcohol, drugs, etc.), with one game labeled with a content descriptor for substance use.
* 13 games contained sexual themes, with five games labeled with a content descriptor for sexual themes.
* Overall, the study claims 81 percent of M-rated video games contain unlabeled content.
The researchers used a randomly selected sample of all 147 M-rated games released prior to April 1, 2004. The researchers employed a "hired game player" to play each of the selected games for one hour after first being allowed to familiarize himself with the games. The study did not include PC games, instead focusing on games released on the three major consoles. Most of the 36 games examined in the study were either Xbox or PlayStation 2 games. Only three of the selected games--Resident Evil 3: Nemesis, Eternal Darkness and Metal Gear Solid: The Twin Snakes--were GameCube games.
Source: Harvard School of Public Health, Harvard KidsRisk Project
www.hsph.harvard.edu/press/releases/press04032006.html
Study Finds M-Rated Video Games Contain Violence, Sexual
Themes, Substances, and Profanity Not Labeled on Game Boxes
Industry Board Issues Ratings Without Playing Games
For immediate release: Monday, April 3, 2006
Boston, MA -- According to a study led by Associate Professor Kimberly Thompson of the Kids Risk Project at Harvard School of Public Health (HSPH), 81% of a random sample of Mature-rated video games included content that was not noted on the game box. This is the first independent, quantitative study to characterize content in M-rated games related to violence, blood, sexual themes, substances, profanity, and gambling observed in game play. The study appears in the April 3 Archives of Pediatrics and Adolescent Medicine Special Issue on the effects of media on children and adolescents published by the American Medical
Association.
"Parents and physicians need to recognize that M-rated video games popular with children and adolescents contain a wide range of often unlabeled content, exposing young people to messages that may negatively influence their perceptions, attitudes, and behaviors," said Thompson, Associate Professor of Risk Analysis and Decision Science at HSPH.
The study authors, Thompson, Karen Tepichin, and Kevin Haninger, researchers at HSPH, used a random sample of 25% of the 147 video games for current consoles rated M by the Entertainment Software Rating Board (ESRB), indicating the intended audience is for ages 17 and older. After quantifying game content related to violence, blood, sexual themes, substances, profanity, and gambling, they compared the content observed in an hour of game play to the ESRB content descriptors provided to consumers on the game box. These results confirm that the presence of an ESRB content descriptor means that game players likely will find the indicated content in the game but that parents should not interpret the absence of a content descriptor to mean the absence of content.
The study found that the ESRB--a self-regulatory body created by the computer and video game industry--inconsistently assigned content descriptors to some games but not to others with the same content. Based on these observations along with recent limited evidence showing that many children and adolescents play M-rated games, the study authors suggest that parents and physicians should play an active role in discussing game content with kids.
"It's time for the industry to provide complete, consistent, and clear information about what is really in games so that parents can make more informed decisions when selecting games for and with their children," said Thompson. She warns that "even though the M-rating might imply restricted access to these games, the existing, limited evidence suggests that many children and adolescents are playing M-rated games." The authors note that the Federal Trade Commission reported that, "In 2002 consumers purchased nearly 40 percent of M-rated video games for children younger than 17 years. The Federal Trade Commission also reported that 69 percent of unaccompanied children aged 13 to 16 years participating in its mystery shopper survey successfully purchased M-rated video games."
Although they urge parents to check and use the ESRB ratings, the authors believe the current rating process needs improvement. Currently, the ESRB does not require manufacturers to submit an entire finished game prior to assigning the age-based rating and the content descriptors. Without that requirement, the ESRB is unable to play the games before rating them. "Given the high prevalence of unlabeled content, we encourage the ESRB to make playing the games an integral part of the rating process," said Tepichin. Further, since much of the unlabeled content occurs within the first hour of game play, she encourages parents to play the games with their kids and discuss content. Haninger emphasizes the need for "greater transparency and public accountability of the rating process," which the authors believe will help consumers maintain confidence in the accuracy of the information provided.
The study found that nearly all of the games contained violence and blood. While the authors observed measurably less game play involving violence in M-rated games than games rated T (for "Teen"), they found significantly stronger depictions of violence in M-rated games. These games are more likely to contain blood, profanity, and substances, to depict more severe injuries to human and nonhuman characters, and to have a higher rate of human deaths than T-rated video games.
The authors suggest that parents and physicians should pay careful attention to the actual content of any M-rated video game that their children or patients might play, particularly since the M-rating indicates that the intended audience is for ages 17 and above. The results of this study also suggest that discussions about restricting children's access to violent games should take into account the fact that both T- rated and M-rated games contain significant amounts of violence.