1998 Video and Computer
Game Report Card
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David Walsh, Ph.D.
President, National Institute on Media and the Family
December 1, 1998
Introduction
The 1998 Video and Computer Game Report Card is produced
by the National Institute on Media and the Family, an
independent, non-partisan, non-sectarian, non-profit organization.
The Institutes mission is to maximize the benefits
and minimize the harm mass media has on children, through
research and education. The report gives a "snap-shot"
view of the electronic-game scene as well as parent-generated
evaluations of some of the most popular games. Since there
are excellent games on the market, this report card guide
helps parents make better, more informed choices for their
children.
Executive Summary
The majority of games on the market again this year are
appropriate for children. In fact, the good games seem
to be getting better. The concern, however, is about a
substantial core group of games that feature ultra-violence.
Some also include sexual themes and crude language. Although
called "games," a more appropriate description
for this group would be "kill-for-fun murder simulations."
Our research shows that most parents are unaware of these
games and their content. Unfortunately, this group of
games is very popular with children and teenagers. Their
popularity is fueled by the fact that there is growing
evidence that these "kill-for-fun murder simulations"
are marketed and sold to children despite a "Mature"
industry rating.
Background
Each year at this time the National Institute on Media
and the Family issues its annual video and computer game
report card in cooperation with Senators Joe Lieberman
and Herb Kohl. These two senators have been leaders in
working with the game industry to develop policies and
tools to ensure that childrens access to "Mature"
games is limited.
The video and computer game industry has seen tremendous
growth in sales and popularity since its birth 26 years
ago with the game Pong. New emerging technologies guarantee
that game players will experience these game environments
with increasingly greater "real world" interactions.
Since these games are so popular with children, concern
about childrens access to games featuring violence,
sex, and other adult themes became an issue for many parents
in the early 1990s. In response, Senators Lieberman and
Kohl pressed the industry to establish a voluntary rating
system, which it did in 1994.
The first video game report card was issued in 1995 to
assess compliance with the rating system. The report card
generated so much interest that its release has become
an annual event timed to coincide with the start of the
busy holiday shopping season. The focus of the report
card evolves as issues of importance to parents change.
Why an Annual Report Card?
- Video and computer games are among childrens
most-asked-for gifts during the holiday shopping season.
- Video and computer games are very popular with children.
Research done by the National Institute on Media and
the Family shows that 69% of parents report their children
own or rent games. The highest percentage is among children
ages 8-12.
- In the same National Institute on Media and the Family
study, 46% of parents reported they think electronic
games have a great influence on their children. An additional
34% think the games have a moderate influence.
- Children who play games now do so an average of 7
hours per week. Thats the equivalent of more than
a full day of school per week.
- A 1996 study of 4th through 8th graders found that
almost 50% of their favorite games featured violence.
- Emerging game technologies guarantee that players
will experience these game environments with increasingly
greater "real world" interactions.
Since games are so widely used by children, and since
parents are concerned about the effects, this annual report
card is meant to provide helpful information to parents
so they can make informed purchasing and rental decisions.
Areas Covered in the 1998 Report Card
- Industry ratings
- Retail stores
- Rental stores
- Ratings education
- Arcades
- Parent Guide to Electronic Games
In addition, the 1998 report card expands its evaluation
to cover the following:
- Internet game sites
- On-line gaming
- Marketing techniques
- Parental supervision
- Review of research on the effects of violent video
games
How the 1998 Report Card Research was Conducted
The National Institute on Media and the Family:
- conducted a phone survey of 529 parents from all socio-economic
groups, representing 46 states;
- visited arcades in Minnesota, Louisiana, California,
and New York;
- conducted a telephone survey of 28 retail and rental
stores across the country (both chain and independent
stores were included);
- viewed (panels of six trained media raters each) representative
samples from more than 50 popular electronic games (this
forms the basis for the 1998 National Institute on Media
and the Familys Parent Guide to Electronic Games);
and
- visited a sample of Internet demonstration gaming
sites and on-line gaming sites.
The National Institute on Media and the Family received
good cooperation from stores, arcades, and the industry
trade association. Although this is a not a scientific
study, the results will provide valuable information for
all concerned with the welfare of children.
1998 Video and Computer Game Report Card
| Industry
Rating |
Percent of Games
Rated |
A |
| |
Accuracy of Ratings |
B |
| Retail
Stores |
Ratings Displayed |
A |
| |
Ratings Enforcement |
D |
| Rental
Stores |
Ratings Displayed |
B |
| |
Ratings Enforcement |
D |
| Ratings
Education |
|
C- |
| Arcade
Industry |
Ratings Development |
A |
| |
Implementation |
Incomplete |
| Internet
Game Safety |
Game Demo Sites--Ratings/warnings |
F |
| |
On-line Gaming Sites--Ratings/warnings |
F |
| |
Filtering Software
Effectiveness |
D- |
| Parental
Supervision |
|
C- |
Results
Industry Ratings
Virtually all computer and video games carried ratings
on the boxes.
Grade for percentage of games rated:
A
The National Institute on Media and the Family conducted
a study in which panels of six trained media raters
viewed 90 video games and evaluated them using the KidScoreฎ
rating system. The KidScoreฎ ratings were
then compared with the Entertainment Software Rating
Boards (ESRB) ratings. In general, there was a
fair amount of agreement. In fact, our raters found
the ESRB rating system more accurate than either the
movie or television rating systems. Our raters were
in total agreement with 58% of the ESRB ratings, 48%
of the movie ratings, and only 40% of the TV ratings.
When there was disagreement with the ESRB ratings, it
was most likely to be in the ratings for the younger
children. For example, the industry gives the game NFL
Blitz an "E" rating (Everyone, appropriate
for ages 6+) while our raters thought parents of 8-12
year-olds should exert caution because of the encouragement
of unfair play.
Grade for accuracy of ratings: B
Retail Stores
Virtually all the games carried in surveyed stores
bear the rating icon.
Grade for ratings displayed: A
Only 21% of retail stores surveyed enforced policies
prohibiting the sale of "T" (Teen, appropriate
for ages 13+) games to children younger than 13, or
"M" (Mature, appropriate for ages 17+) games
to those younger than 17.
Grade for ratings enforcement: D
Rental Stores
Many rental stores put the games into their own individual
outer cases. Only 60% of those surveyed displayed the
rating on the outside of the case.
Grade for ratings displayed: B
Only 9% of stores surveyed enforced policies prohibiting
the rental of "T" games to children younger
than 13, or "M" games to those younger than
17.
Grade for ratings enforcement: D
Ratings Education
Only 11% of retail or rental stores surveyed made any
special efforts to educate the public about the ESRB
rating system. The stores that did, distributed pamphlets
or displayed posters.
43% of retail and rental store employees surveyed did
not understand the rating system themselves. This is
probably explained by the fact that only 29% of these
stores educate their employees about the ratings.
Grade for ratings education: C-
Arcade Industry
On September 1, 1998, a coalition of arcade trade associations
announced the completion of a rating system which they
would begin to implement. This was in keeping with a
commitment they had made earlier to Senators Kohl and
Lieberman. Although there are arcade-machine locations
that fall outside the membership of these associations,
this is seen as a major step forward.
Grade for ratings development: A
30% of the arcade games surveyed displayed the new
rating system. We assume that the implementation efforts
will bear more positive results in 1999.
Grade for implementation: Incomplete
Internet Gaming Safety
We reviewed this for the first time because there is
so much growth in Internet gaming. Increasingly producers
and distributors offer game samples that can be downloaded
and played by youngsters. There has also been a tremendous
amount of growth in the on-line gaming market, where
participants either download or purchase software, enabling
them to play the game with other players on the Internet.
The Entertainment Software Rating Board has developed
a standardized rating system for all interactive entertainment
software, called the ESRBI (Entertainment Software Rating
Board Interactive) ratings. Its information specifically
identifies game sites as appropriate for this interactive
rating system.
None of the game demonstration sites examined by the
staff of the National Institute on Media and the Family
carried the ESRBI ratings.
Game demo sites ratings: F
None of the on-line game sites examined carried the
ESRBI ratings. One site did display a warning that it
was an adult site.
On-line gaming site ratings: F
The staff of the National Institute on Media and the
Family then visited the sites after installing CyberPatrol,
a top-rated Internet software filter. Apparently the
site managers are not working with the filtering organization,
because only one out of 19 sites examined with "M"
rated games was blocked.
Filtering software effectiveness:
D-
Parental Supervision
Clearly, parents have a primary responsibility in supervising
their childrens game playing. In completing the
1998 Video and Computer Game Report Card we discovered
that most parents do not know the content of their childrens
games. In addition, most do not use the rating system
that is available. The probable reason for this is the
fact that most parents are not adept at the game technology
and therefore do not pay much attention to it. The fact
that these products are called "games" probably
leads some to believe there is no need for supervision.
Although most of the products on the market can legitimately
be called "games," the small group of "ultra-violent"
games might be more accurately called "kill-for-fun
murder simulations" and are inappropriate for children.
In a survey of 96 sixth graders in Minnesota, only
29% reported that their parents check the ratings of
games they buy or rent. In the National Institute on
Media and the Family national survey of 529 parents,
only 40% reported they routinely check the ratings.
Whichever statistic is more accurate, it is clear that
the majority of parents are not consulting the ratings
in deciding whether or not to permit the purchase or
rental of a game.
In a field study that we conducted, less than 5% of
more than 500 parents had ever heard of the "Mature"
game, Duke Nukem. However, more than 80% of junior high
school students reported that they were familiar with
the game. Such a finding highlights the knowledge gap
between parents and their children about electronic
games.
Parental supervision: C-
Marketing Activities
Even though there is no grade assigned to marketing activities,
the report card reveals a very disturbing development.
We are finding more frequent examples that some producers/distributors
are marketing "Mature" games to younger children
and teens. The following is an illustrative, not exhaustive,
list of disturbing marketing incidents:
- An advertisement for Resident Evil 2 in Sports Illustrated
for Kids.
- The sale of Duke Nukem action figures in toy stores.
- A marketing plan for Mortal Kombat Mythologies, which
explicitly states that the teen market will be targeted.
- The promotion of "M" rated games at Internet
game sites for teenagers.
In addition, the advertising messages of some games promote
the portrayal of murder as fun. This is even true for
games rated for children. Here is a sample of quotes from
actual ads:
- Ad for Dead in the Water, rated "E": "I
will destroy you, maggot."
- Ad for Destrega, rated "T": "Let the
slaughter begin."
- Ad for Point Blank, rated "T": "More
fun than shooting your neighbors cat."
- Ad for Carmageddon, rated "M": "As
easy as killing babies with axes."
- Ad for Subspace, an on-line game rated "K-A"
(Kid to Adult, appropriate for everyone): "Meet
people from all over the world, then kill them."
- Ad for a new joy-stick system produced by Gravis:
"Great. You get better accuracy and control but
what are you going to do with all the extra bodies?
Be the first on your block to make your neighbors say,
Whats that smell?"
These types of marketing strategies and advertisements
promote the message to kids that "Murder is fun."
Professor Gregory Boller teaches advertising and marketing
at the University of Memphis. He has recently focused
his research on the marketing of "murder simulation"
video and computer games. In a recent interview he said,
"Never in the history of advertising have we seen
anything like this."
We are calling upon the producers and distributors of
these games to be more responsible in their advertising
and marketing efforts. We are also calling upon the members
of the industry to address this issue with their colleagues.
This will be a major focus in the 1999 Report Card.
Recommendations
The National Institute on Media and the Family recommends
that:
- Producers and distributors stop marketing adult games
to children;
- Producers and distributors of games rated for children
stop using advertising messages that promote "murder
for fun;"
- Parents should not assume that "game" means
"okay for kids." While most games are fun
and appropriate for kids, there is a group that promotes
"murder as entertainment." We recommend, therefore,
that parents become more knowledgeable and involved
in supervising childrens purchases, rentals, and
play;
- The retail and rental stores develop and enforce policies
about the sale or rental of "Mature" games
to children;
- The industry and the stores develop and implement
an educational program about the rating system for employees
and customers; and
- The arcade industry proceed with implementation of
its new rating system.