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1999 Video and Computer
Game Report Card
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David Walsh, Ph.D.
President, National Institute on Media and the Family
November 23, 1999
Go to the
Report Card
Introduction
1999 has been a pivotal year for the video
and computer game industry in a number of ways. Sales and
revenues continued to climb. If the holiday shopping season
lives up to expectations, experts predict that the revenues
from the sale and rental of electronic games will exceed
those of the film industry for the first time. Many adults
over 30 are stunned to discover that the gaming industry
has become bigger than Hollywood.
The next generation of technology has arrived.
Sega unveiled its new 128-bit platform, Dreamcast, in September.
The quality of the graphics combined with the increased
game speed and complexity brought the technology another
step closer to virtual reality. Nintendo and
Sony are expected to launch their new 128-bit platforms
next year.
In spite of these achievements, the industry
also became the focal point of controversy during 1999.
Violent video and computer games had already been implicated
in school shootings in Bethel, AL; Paducah, KY; and Jonesboro,
AR. After it was learned that one of the perpetrators of
the Columbine High School killings was an avid player of
Doom, there was an immediate call for action on
many fronts. The Federal Trade Commission launched an investigation
into the marketing practices of game producers and distributors.
Hearings were held in Congress, in state legislatures, and
in town halls. There were discussions about the effects
of games on talk radio, talk TV, and over kitchen tables
across America. Practically every major newspaper and magazine
in the country started paying closer attention to the impact
of violent video games with feature articles. A rash of
legislative proposals to control violent games were introduced
in a number of states.
It is against this backdrop that the National
Institute on Media and the Family releases its 1999
Video and Computer Game Report Card. Every year for
the past four years the National Institute on Media and
the Family has provided this snapshot view of the electronic
game scene as well as parent-generated evaluations of many
popular games.
The National Institute on Media and the Family
is an independent, non-partisan, non-sectarian, non-profit
organization. The Institutes mission is to maximize
the benefits and minimize the harm mass media have on children
through research and education.
Why An Annual Report Card?
- Video and computer games are among childrens
most asked-for gifts during the holiday shopping season.
- The video and computer game industry is one of the
fastest growing sectors of the entertainment industry
in the United States. 77.5 percent of teenagers, for
example, now own a video game console. Additional teens
play games on home computers.
- Electronic games are only 27 years old and require
technical skill to play. As a result, most parents and
other adults over thirty are not knowledgeable about
games and their content.
- Rapidly advancing technology guarantees that players
will experience game environments with increasingly
greater real world interactions.
- More children are spending more time playing games
every year.
- There is growing concern about the effects of some
games on children among parents and professionals.
- Research is starting to confirm the beliefs that violent
and antisocial games do indeed affect youngsters.
Areas Covered in the 1999 Report Card
- Review of progress on 1998 recommendations
- Industry Ratings
- Retail Stores
- Rental Stores
- Arcade Industry
- Internet Gaming Safety
- Marketing Activities
- Update of the research on the effects of violent video
and computer games
- 1999 Parent Guide to Electronic Games
How the 1999 Report Card Research Was
Conducted
The National Institute on Media and the Family:
- Visited 25 arcades in three states (MN, FL, CO)
- Conducted a telephone survey of 53 retail and rental
stores in 13 states (AZ, CA, FL, IL, KS, MA, MN, OR,
PA, TN, TX, WA, WY)
- Reviewed the recent research literature on the effects
of violent games on children.
- Viewed representative samples of 78 electronic games
and compared their ratings with those assigned by the
Electronic Software Rating Board (ESRB) and displayed
on the game packages.
- Reviewed marketing techniques in stores, publications,
and on the Internet.
Although this is not a scientific study, the
results will provide valuable information for all concerned
about the welfare of children.
1999
Video and Computer Game Report Card
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Industry
Rating
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Grade for percentage
of games rated
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A
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Grade for accuracy
of rating
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B-
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Retail
and Rental Stores
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Grade for ratings
education
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D+
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Grade for IDSA's
plan for ratings education
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A
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Grade for ratings
enforcement
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C
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Arcade
Industry
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Grade for ratings
display
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C
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Grade for ratings
enforcement
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D
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Internet
Gaming Safety
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Internet game
site ratings/ warnings
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F
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Results
Industry Ratings
We did not find any games that did not bear
the Electronic Software Rating Board (ESRB) rating on the
box.
ESRB Rating Categories:
EC = Early Childhood: content suitable for
children ages three and older
E = Everyone: content suitable for children ages six and
older
T = Teen: content suitable for personas ages 13 and older
M = Mature: content suitable for persons 17 and older
A = Adults Only: content suitable only for adults
RP = Rating Pending: product has been submitted to the
ESRB and is awaiting final rating
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 78 electronic games and evaluated them using the
KidScoreTM rating system. Those evaluations
were then compared with the ESRB ratings. There were
almost complete agreement when the games carried an EC
or M rating. This year, however, there
was more disagreement than last year in the E
and T categories. The parent raters found
13 out of 48 E rated games inappropriate for
children younger than 8 years of age and 2 of the 48 were
inappropriate for children 8- to 12-years-old. They found
7 out of 23 T rated games as inappropriate for
teens. It could be that parents were more sensitive about
game content in the post Columbine months. Nevertheless,
if parents were assigning the ESRB ratings, a significant
number would be rated more strictly.
Grade for accuracy of
ratings.....................................................................B-
Retail and Rental Stores
There was some progress in several areas this
year. Last year only 11 percent of retail or rental stores
provided any educational information about the ratings.
This year 26 percent of stores provided pamphlets or posters.
Even though the percentage of stores who train their personnel
about the ratings remained unchanged at less than 30 percent,
the percentage of employees who reported that they could
explain the rating system to a customer rose from 43 percent
to 75 percent.
Grade for ratings education.........................................................................D+
On November 9, 1999 the Interactive Digital
Software Association (ISDA) announced a major public education
campaign about the ESRB rating system. The campaign will
include a high profile media campaign supported by extensive
print materials. Since education about ratings was one of
the major recommendations in the 1998 report card, we applaud
IDSAs decision and efforts. We are hopeful that in
next years report card we will be able to report on
the success of those efforts.
Grade for IDSAs
plan for ratings education................................................A
There was improvement this year in the number
of stores that reported they had policies preventing the
rental of T games to children younger than 13
or M games to those younger than 17. Last year
only 21 percent had enforceable policies. This year that
percentage rose substantially to 62 percent. How effective
this enforcement is remains to be seen. There were a number
of sting operations conducted by newspapers
in recent months in which young children successfully purchased
games from stores that purported to have enforcement policies.
Nevertheless, stores do appear to be taking the issue of
enforcement policies more seriously.
Grade for ratings enforcement......................................................................C
Arcade Industry
In September 1998, a coalition of arcade trade
associations announced the completion of a rating system
for arcade games. A grade of Incomplete was
assigned in the last report card because the rating stickers
were just beginning to appear. This year we visited 25 arcades
and found that 30 percent had all their games rated. An
additional 50 percent had the ratings displayed on some
of the games. 20 percent had no ratings displayed at all.
Arcade industry designated stickers:
Green: Suitable for all ages
Yellow: Mild violent or sexual content
Red: Strong violent or sexual content
Grade for ratings display..............................................................................C
Only two arcades out of the 25 had any educational
information about the ratings other than the information
printed on the sticker itself. Eleven of the 25 arcades
we visited had attendants, but we only observed two with
any real enforcement. In fact, during our site visits we
observed young children playing red labeled
games in four different arcades. When we questioned attendants
about enforcement, the usual response was that it was the
parents responsibility even though parents were rarely
seen in the arcades with the children. On a positive note,
in one large arcade there were no games with a red sticker.
They only had games with green or yellow
stickers, presumably because there was no attendant to supervise.
Grade for ratings enforcement.....................................................................D
Internet Gaming Safety
Game producers and distributors offer game
samples that can be downloaded and played by youngsters.
In addition, there are more sites where participants either
download or purchase software, enabling them to play with
other players on the Internet. Very few of the sites examined
by the staff of the National Institute on Media and the
Family carried ratings or warnings.
Internet Gaming Site
Ratings/Warnings........................................................F
Marketing Activities
Last year the National Institute on Media
and the Family studied marketing activities for the first
time. We identified a disturbing development in that some
producers/distributors were marketing Mature
or Teen games to young children. Once again
this year we found evidence that this was continuing. For
example,
- Action figures related to M rated game
Metal Gear Solid were labeled as appropriate
for children five years of age and older.
- Turok (rated M) action figures
were labeled for children fours-years-old and older.
- Mortal Kombat action figures labeled for
children four-years-old and older even though the game
is rated M.
Again this year there were promotional messages
used by some producers or distributors that promote the
portrayal of violence as fun. Examples we found in a review
of magazines and web sites included:
- New kids on the block
time to introduce
them to your 50-caliber friend. Promo for Half
Life.
- Blood. Spill some. Promo for Blood.
- Your motto? Just kill, baby. Promo for
Carmageddon.
- All the killin'. Twice the Humor. Promo
for Red Neck Rampage.
- Im going to cut off your arm and beat
you senseless with it. Promo for Die by the
Sword.
On October 13, 1999 the IDSA announced the
formation of an Advertising Review Council (ARC) to ensure
that advertisements placed by U.S. computer and video game
software makers are appropriate, responsible, truthful,
and accurate. The ARC principles, guidelines and procedures
will go into effect on January 31, 2000. The National Institute
on Media and the Family views this as a positive response
to the marketing and advertising practices that have been
used by some in the industry. We will include an evaluation
of the implementation and effectiveness of this initiative
in next years report card.
Recommendations
The National Institute on Media and the Family
recommends that:
- Producers and distributors stop all marketing of adult
or teen games to young children.
- The Advertising Review Council implement and enforce
the code of advertising conduct developed by the Interactive
Digital Software Association.
- The Interactive Digital Software Association continue
the public education program about ratings that it launched
on November 9, 1999.
- All retail and rental stores develop and enforce policies
preventing the sale of mature games to children
without parental permission.
- The arcade industry develop and implement a plan to
provide education about and enforcement of its rating
system.
- Arcades that do not provide any supervision should
only equip the arcade with designated green
or yellow games.
- Parents take a more active role in supervising childrens
purchase, rental, and playing of video and computer
games.
- The gaming industry profession establish a code of
ethical principles that could be voluntarily adopted
by its members to guide their behavior. Most professions
have such a code. Electronic game developers and producers
have developed a large and influential industry. It
is important that its members begin to define their
own such code.
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