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David Walsh, Ph.D.
President, National Institute on Media and the Family
January 25, 2001
This Video and Computer Game Report Card is
the fifth issued by the National Institute on Media and
the Family, an independent, non-partisan, non-sectarian,
non-profit organization. The report provides a snapshot
of the interactive gaming industry on issues related to
child welfare. The parent-generated KidScore® ratings of
popular games were released in November, 2000 in time for
the holiday shopping season. KidScore is the only universal
rating system that applies equally well to electronic games,
TV programs, films, and videos.
Introduction
The past year brought a number of changes
that will have a tremendous impact on the future of the
video and computer game industry. A report in the November,
2000 issue of Wired shows that interactive game revenues
are now as great as those of the retail software industry
and significantly greater than the domestic film industry.
The next generation of technology arrived on October 26,
2000 with the release of the Sony Playstation 2. The advances
in the power of the technology over the past two years are
remarkable. The original Sony Playstation processes 350,000
polygons per second (pg/s). (Electronic game images are
composed of polygons, making polygons/second a good measure
of graphic quality.) Sega Dreamcast, which was released
in 1999, boosted that to over 3 million pg/s and Playstation
2 rocketed to 66 million pg/s. It is no wonder that game
enthusiasts were lined up outside the stores days in advance
of the release. Many report the graphics are approaching
motion picture quality. Nintendo and Microsoft promise to
release even more powerful platforms in 2001. The advances
in technology not only make the games more realistic and
exciting, but they are likely to heighten the impact on
young players. Careful attention to these issues, therefore,
becomes more important.
In spite of the recent technological achievements,
the industry was once again a focal point of controversy.
The Federal Trade Commission (FTC) released an extensive
study in September, 2000, confirming what we have reported
in previous report cards. "Nearly all the game companies
contacted have marketed violent M-rated games to children,"
according to the FTC. The investigators also confirmed our
findings that children could routinely buy or rent adult
rated games with no difficulty.
While the past year's new releases include
some very good games for children and youth, games featuring
violence and gore continue to push the envelope. It is against
this backdrop that the Fifth Annual Report Card is released.
Areas Covered in the 2000 Report Card
- Review of progress on past recommendations
- Industry ratings
- Ratings education
- Retail ratings enforcement
- Arcades
- Marketing and advertising
- Overall grade
- Recommendations
- Research update
- KidScore ratings for popular games
How the Report Card Study Was Conducted
- Onsite visits to 11 arcades in MN, WI, UT, and TX
conducted October through early November, 2000.
- Telephone survey of 50 retail and rental stores in
13 states (AZ, CA, FL, IL, KS, MA, MN, NY, PA, TN, TX,
WA, WY) during October, 2000.
- Research study involving over 700 students in grades
8-12.
- Interviews with industry representatives.
- Review of recent research on effects of violent video
and computer games.
- Panels of parents reviewed and rated 132 games using
the KidScore rating system.
- Field research with youth buyers ages 7-14 ("sting
operation").
Results
Review of Progress on Past Recommendations
This is the fifth annual report card issued
by the National Institute on Media and the Family. We have
concluded previous editions with recommendations for improvement.
We are very pleased to report that there has
been significant progress on each of these recommendations.
Although this year's report card contains criticisms, we
think it is important to acknowledge the industry's responsiveness
to our calls for reform. In fact, we believe that the video
and computer game industry's responses to public concerns
have been more responsible than the other major media industries'.
Policies and programs, of course, need to be backed up by
action so we will continue to monitor implementation and
compliance. However, we do acknowledge the steps that have
been taken thus far to address the issues we have raised
in past years. The following are five recommendations we
made in earlier report cards and an update on the industry's
responses to them.
Recommendation: The industry should stop marketing
adult games to children and teens.
Response: The industry set up the Advertising
Review Council (ARC) which began operations on January 31,
2000. ARC has developed a code of marketing and advertising
principles with mechanisms for enforcement. ARC reports
a great deal of cooperation from all segments of the industry.
Recommendation: The industry should educate
the public about the rating system.
Response: The Entertainment Software Rating
Board (ESRB) initiated a four part public education campaign
called "Check the Rating." The program includes
public service announcements, paid advertisements, outreach
to child advocacy groups, and outreach to retailers. We
have seen significantly more evidence of ratings information
since the program began.
Recommendation: The industry should develop
and enforce a code of advertising and marketing conduct.
Response: The ARC guidelines include enforceable
standards for advertising and marketing.
Recommendation: Retailers should develop,
implement and enforce policies prohibiting the sale of adult
games to children and youth.
Response: Many major retailers have either
agreed to stop selling M-rated games or to implement policies
prohibiting sale to minors. While we applaud this development,
"sting operations" conducted in different parts
of the country continue to show that children have easy
access to mature games.
Recommendation: The coin-operated arcade industry
should develop and implement a rating system.
Response: The arcade industry implemented
such a system this year, and we saw some evidence of its
effectiveness.
Grade for industry response to recommendations.........................A-
Grade for implementation of recommendations.........................Incomplete
Industry Ratings
Virtually all computer and video games are
now rated, and the ratings are clearly displayed. Parent
raters using the universal KidScore rating system reviewed
132 games. Overall they disagreed with roughly one out of
every four game ratings. For example, 23% of T-rated (teen)
games reviewed by the parent raters were judged to be inappropriate
for teens 13-17 years old. As one avid gamer told us, "Some
of the T games are more violent than the M games, but as
long as they don't have blood spurting, they get a T."
Grade for accuracy of the ratings..............................B-
Ratings Education
We have already applauded the public education
program the industry has launched. The results of our survey
underscore the ongoing need. While gaming magazines are
clearly carrying better ratings information, only 32% of
stores provide any education in the form of posters or pamphlets.
While that is up from last year's 26%, there is still a
great deal of room for improvement. The stores that are
part of national chains do a much better job of education
than the independents (46% compared to 17%). Yet, 32% of
employees selling the games still do not understand the
rating system. That can probably be explained by the fact
that only 37% of stores have a policy of training employees
about the ratings. Store employees that sell games are more
likely to understand the ratings than those who rent (83%
compared to 50%). In our study of youth we found that only
41% understand all of the ratings, and only 29% of their
parents understand them. This finding probably reflects
the confusion caused by the multiple industry rating systems.
We will address the need for a universal rating system in
the recommendation section. The grade for ratings education
reflects the average of industry and rental/retail educational
efforts.
Grade for ratings education.................................C
Retail Ratings Enforcement
Most major retail chains announced the implementation
of a video game ratings enforcement policy in late 2000.
This step was clearly needed. Our young researchers, ages
7-14, successfully purchased adult rated games in 13 out
of 16 tries before the enforcement policies were announced.
We and others have repeated "sting operations"
since the retailers’ announcements about ratings enforcement.
Unfortunately, the results have been disappointing. The
only major chains we have found enforcing the policy are
Target and FuncoLand. This will be a major focus of next
year’s report. As noted earlier, a policy is useless if
it is not enforced. In addition to lack of follow-through,
there are still major retail chains that have refused to
enforce ratings.
Grade for ratings enforcement...............................D+
Arcades
There has been a dramatic increase in the
number of arcade games bearing the rating stickers. Eighty-two
percent of arcades we visited had ratings stickers, and
80% of the games in these arcades had stickers. Fifty-five
percent of the arcades did not have any "red-stickered"
games. However, only 18% had any enforcement policies, and
none of them had materials educating the public about the
ratings. Parents need to be aware that most arcade games
are unsupervised, so monitoring of the rating system is
left up to the parents.
Grade for arcade ratings and enforcement.........................C
Marketing and Advertising
Some of our strongest criticism in past years
has been about marketing and advertising practices. The
ARC guidelines are intended to correct those abuses. We
found evidence that they are working. Although we found
violations, there were fewer than in previous years. While
we applaud ARC's activities, many of the abuses being addressed
should never have happened in the first place. This year's
grade reflects both the progress made as well as the room
available for improvement.
Grade for marketing and advertising..........................C
Overall Grade
In response to public requests, we are issuing
an overall grade for the first time. We understand that
there are independent sectors in the gaming field. The overall
grade, however, provides a snapshot of the entire gaming
field as it relates to child welfare issues.
When we began issuing these report cards,
ratings were done on a hit-or-miss basis, children could
easily access adult games, and there were widespread abuses
in marketing and advertising. While the overall grade this
year reflects progress over the past five years, much of
the progress has been in changing activities and practices
that never should have occurred in the first place. We are
hopeful that as the reforms are implemented we will see
this overall grade continue to improve.
Overall grade.....................................C
Recommendations
- Our research shows that media ratings continue to
be confusing to parents. We renew our recommendation
that the game, film, and television industries adopt
a universal rating system that is administered independently.
The industries' responses to this idea have been that
such a system is not workable. However, our experience
shows this is not true. We have used the KidScore rating
system to rate TV shows, movies, videos, and video/computer
games for five years. Parents report that it is easy
to understand, reliable, valid, and easy to use.
- The industry should aggressively continue their efforts
to educate the public about game ratings.
- ARC should aggressively enforce the guidelines for
marketing and advertising that it has developed and
implemented.
- The retail and rental stores who have committed to
policies preventing the sale or rental of adult games
to children and teens should actively enforce them.
- The retail chains and independent stores that have
refused to restrict access to adult games should do
so. We call upon the public to exert pressure on them
to adopt responsible policies.
- Video and computer games are played by many young
people (the number of players peaks between the ages
of 8 and 15). Many parents are not as knowledgeable
as they need to be in order to provide adequate supervision.
In our study with over 700 youth, 71% report that their
parents do not understand the ratings, and only 17%
report that they have ever been prevented by a parent
from buying a game because of its rating. Parents need
to become more knowledgeable about the games their children
are playing and should exert greater supervision
Research Update
Concern about violent video and computer games
is based on the assumption that they contribute to aggression
and violence among young players. The research base for
that assumption is growing in spite of industry denials.
Some in the industry insist that there is absolutely no
evidence that playing a violent video game leads to aggressive
behavior. That is not true.
In a forthcoming meta-analysis, Dr. Craig
Anderson and Dr. Brad Bushman from Iowa State University
statistically analyze 35 different studies involving 4,262
individuals, most of whom are younger than 18. They conclude
that "violent video games increase aggressive behavior
in children and young adults." Research reported last
year by Dr. Craig Anderson of Iowa State University and
Dr. Karen Dill of Lenoir-Rhyne College demonstrated such
a causal link.
Dr. Douglas Gentile, director of research
at the National Institute on Media and the Family, Paul
Lynch of the University of Oklahoma, and I have begun a
program of research on the effects of video and computer
games on children and teens. While the entire program will
take a number of years and sufficient funding to complete,
I am able to report a number of preliminary findings here.
These results are based on responses from
over 700 teens in grades 8-12 and include a subset of 43
"at-risk students," defined as those students
who have had legal involvement. Among the findings:
- 86% of teens own video and/or computer games.
- The average amount of time teens play is 9 hours per
week, with boys playing significantly more than girls
(13 compared to 5 hours).
- 27% report that their parents think they play video
games too much.
- 43% of 8th and 9th graders report that they like more
violence in their games compared to two or three years
ago.
- 63% have customized their games.
- 20% report that they have felt "addicted"
to games and 36% report that they have friends who are
"addicted" to games.
- 54% of 8th and 9th grade boys have bought M-rated
(Mature) games with their own money.
- "At-risk" boys play significantly more than
their peers (16 hours per week) and play more violent
games.
- Youth who report an increased appetite for violence
in video games are more likely to have gotten into physical
fights in the previous year.
Even these few statistics demonstrate that
the concern about children’s access to violent video games
is well-founded and is not, as the industry claims, simply
an issue for politicians and child advocates.
We will release the full findings of the first
stage of this research program at the international conference
of the Society for Research in Child Development in Minneapolis
on April 20, 2001. Included with this release will be our
findings on the relationship between violent video games
and aggressive behavior.
| Industry response
to recommendations |
A- |
| Implementation
of recommendations |
Incomplete |
| Accuracy of
ratings |
B- |
| Ratings Education |
C |
| Ratings Enforcement |
D+ |
| Arcade Industry
Ratings and Enforcement |
C |
| Marketing and
Advertising |
C |
| Overall Grade |
C |
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