Sixth Annual Video and
Computer Game Report Card
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David Walsh, Ph.D.
President, National Institute on Media and the Family
December 13, 2001
This Video and Computer Game Report Card is
the sixth issued by the National Institute on Media and
the Family, an independent, non-partisan, non-sectarian,
non-profit organization. The Report Card provides a snapshot
of the interactive gaming industry with a focus on issues
related to child welfare. The full Report Card is available
on our Web site www.mediafamily.org
or by calling 1-888-672-5437. Last year more than 25,000
copies were distributed. This Report Card also includes
a new feature: a list of recommended games for kids and
a list of games for parents to avoid. The recommended games
have been "parent-approved" using the KidScoreฎ
rating system and then "kid-tested" by young gamers.
Introduction
The electronic gaming industry sees dynamic
changes year after year. This has certainly held true in
2001. Nintendo released Game Boy Advance this past
summer. Then in November the Microsoft Xbox made
its debut, followed within days by Nintendo's GameCube.
As each new generation of gaming technology arrives, the
graphics and imagery get ever closer to motion picture quality.
This makes the games more realistic, exciting, and attractive
to young players. More children and youth are playing than
ever before. Ninety-two percent of youngsters ages 2-17
now play video or computer games.
While the number of high quality games for
children increases, the concern about youth access to inappropriate
games continues to grow. For the first time in several years,
it is likely that the top selling video game and the top
selling computer game will both carry the M (Mature) rating.
Metal Gear Solid 2 (Playstation 2) and Return to
Castle Wolfenstein (computer) are both on track to be
the selling leaders. Several other games released this year
pushed the violence and mayhem envelope even further.
Research continues to point toward a relationship
between violent games and youth aggression. For the first
time, game producers in Japan are considering instituting
a rating system because of the growing concern about increases
in violence among Japanese youth.
As gaming technology advances and as gaming
becomes a normal part of youth entertainment, the need for
reliable information about games and children becomes more
important. The Sixth Annual Video and Computer Game Report
Card strives to fill that need.
Areas Covered in the 2001 Report Card
- National household survey of game habits and parent
supervision.
- Review of progress on past recommendations.
- Ratings education.
- Accuracy of the ratings.
- Marketing and advertising.
- Arcades.
- Retail ratings enforcement.
- Research update.
- Overall grade.
- "Parent-approved" and "kid-tested"
recommendations.
- KidScoreฎ ratings of popular games.
How the Report Card Was Compiled
- Onsite visits to 17 arcades in six states.
- Telephone survey of 51 retail and rental stores in
12 states.
- National random phone survey of 250 households.
- National random mail survey of 527 households.
- Survey of 600 eighth and ninth graders.
- Field research in 41 stores with youth buyers ages
7-14.
- Review of current research on effects of violent video
and computer games.
- Panels of parents reviewed and rated over 125 games.
- Panels of children and youth played and rated the
"parent-approved" games.
Results
Who Is Playing?
The attention given to the effects, positive
and negative, of games on children and youth is clearly
warranted. Video and computer game play is most popular
among kids. Our national survey reveals that 92% of kids
age 2-17 play video and computer games. That translates
into 59 million young players. In contrast, only 26% (55
million) of those over 18 play games. Many of these fall
in the 18-24 age group. While it is true that there are
gamers in almost all age categories, and millions of players
are adults, the demographics of gamers skew toward the very
young.
Online gaming is increasing in popularity
with youth. Sixty-seven percent of teens now participate
in on-line gaming (Yankee Group Interactive Consumer Survey,
2001). With broadband access growing, more and more teens
will be able to play the elaborate multi-player games.
Overall, 58% of gamers are male and 42% are
female.
Video and Computer Game Industry
We are pleased to report that there has been
progress on many of the recommendations we have made in
the previous five Report Cards. On the whole, we believe
that the video and computer game industry's response to
public concerns have been more responsible than the other
media industries'.
Recommendation: All games should display a
rating.
Response: All producers are expected to voluntarily submit
games to the Entertainment Software Rating Board (ESRB).
Result: We did not find any games without a rating.
Recommendation: The industry should stop marketing
adult games to children and teens.
Response: The industry set up the Advertising Review Council
(ARC) in January 2000.
Result: This was the first full year of implementation,
and the progress is clear. For the most part adult rated
games are not advertised during the hours that most children
are watching television. However, we found several instances
of M (Mature) rated games being advertised during times
when large numbers of children are watching.
Recommendation: The industry should better
educate the public about the rating system.
Response: The industry initiated a public education program
called "Check the Rating."
Result: The industry is making ratings and their explanations
more widely available. Retailers, however, need to do a
better job. Only 33% of stores take concrete steps to educate
the public and only half (51%) educate their employees.
Nevertheless, 55% of households with children now report
that they understand the ratings symbols. The percentage
of employees selling games who understand the ratings system
rose from 68% last year to 88% this year. This effort needs
to continue.
Recommendation: The industry should develop
and enforce a code of advertising and marketing conduct.
Response: The ARC guidelines include enforceable standards.
Result: We did not find the grossly crude advertising language
present in past years.
Grade for video and computer game industry
response to recommendations.........................A-
Arcade Industry
We have called upon the arcade industry to
develop, implement, and enforce a rating system. They responded
in 2000 with a system of green, yellow, and red stickers.
This year was the time to measure implementation. Unfortunately
2001 appears to be a step backward. After visiting 17 arcades
in 6 states we found that only 71% of the games displayed
the ratings. This is down from 80% last year. In 2000, 55%
of the arcades did not install red stickered games. This
year that fell to 41%. Four of the arcades we visited had
attendants on duty, but none of the four had been instructed
to steer kids away from the games with red stickers.
Grade for arcade industry.........................D
Retail Ratings Enforcement
Since the first Report Card we have asked
retailers to develop and enforce policies prohibiting the
sales of adult games to minors. Our national survey of households
this year shows remarkable support among adults for retailers
that take this step. Ninety-three percent of households
"agree" or "strongly agree" that stores
should prevent the sale of Mature games to kids. As one
parent said, "I understand it is a parent's responsibility,
but we could use some help because we can't always be there."
Many major retailers agreed to take such steps
late in 2000. This should have been the year to see real
progress. The results, however, were mixed.
First the good news. Sears continued their
policy of not carrying M-rated games. Target and Wal-Mart
implemented policies that are widely enforced.
Next the bad news. Several of the largest
retailers have not developed any policies. Several others
that have policies have poor enforcement.
Overall, children as young as 7 were able
to purchase M-rated games two out of three times. While
we applaud the few retailers who have responded, retailers
overall have a lot of room for improvement.
Grade for retail enforcement.........................D
Accuracy of the Ratings
With reliance on the ratings growing, it is
more important than ever that they be accurate. Each year
we have parents judge the accuracy of the ESRB ratings.
The general finding over the past several years is that
parents would rate the games more strictly. That pattern
became more pronounced in 2001. Parents found 13% of the
games rated "E" to be clearly objectionable for
children 3-7. Last year parents would have given 23% of
the "T" rated games an "M" rating. This
year they would have assigned an "M" to 31% of
the "T" games. Our parent raters think the ESRB
is starting to rate "on a curve."
Grade for accuracy of the ratings.........................C
Parent Supervision
Obviously, parents take the most important
role in supervising the game play of children. This applies
to quantity as well as quality. For example, a significant
number of parents are concerned about the amount of time
kids spend playing games. Forty-three percent worry that
the amount of game time interferes with other activities
and schoolwork. The concern is justified in light of the
fact that 26% of eighth and ninth graders admit that game
playing sometimes interferes with homework and school performance.
Our research, as well as the research of others, shows that
as game time goes up, grades go down.
There is a big gap between what parents report
about game supervision and what kids report. For example,
53% of parents say that they limit game playing time. But
only 13% of eight and ninth graders say their parents do.
Fifty-four percent of parents say they follow the ratings
in purchasing decisions, but only 7% of the eighth and ninth
graders say their parents have ever stopped them from buying
a game because of the rating. There can be a number of explanations
for the discrepancy, but two things are clear. First, parents
are more aware of their responsibility to supervise game
playing than they have been in the past. For example, the
percentage of those reporting that they know about the ratings
is up to 55%. The percentage of parents who report that
they follow the ratings has climbed from 25% in 1998 to
54% today. Second, there is still room for improvement.
Overall Grade
We are once again issuing an overall grade.
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. The overall grade this year
reflects progress over the past six years as well as the
improvement that is still needed.
Overall grade.........................C
Recommendations
- Eighty-four percent of parents support the creation
of a single universal rating system for all media. We
therefore renew our recommendation that the game, film,
and television industries adopt a universal rating system
that is administered independently.
- The industry should continue their efforts to educate
the public about game ratings.
- ARC should continue to enforce the guidelines for
marketing and advertising.
- 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.
- Parents judge many of the ratings to be lax. We call
upon the ESRB to review their ratings criteria and methodology
so that the ratings better reflect the judgments of
parents, the intended users.
- The retail chains and independent stores who have
refused to restrict access to adult games should put
an enforceable policy in place. This is a change supported
by 93% of parents.
- The arcade industry should improve the implementation
and enforcement of its rating system.
- Parents need to become more knowledgeable about the
games their children are playing and should exert greater
supervision.
Research Update
The research base on the effects of exposure
to violent video and computer games continues to build.
Anderson and Bushman (2001) conducted a meta-analysis of
35 different studies to see if these reveal similar patterns
in their findings. They identified a consistent pattern
in five areas. Exposure to violent video games increases
physiological arousal, aggressive thoughts, aggressive emotions,
and aggressive behavior, and decreases prosocial behavior.
We reported findings at the International
Meeting of the Society for Research in Child Development
in April showing that junior high school students who played
more violent games were more likely to see the world as
a hostile place, get into frequent arguments with teachers,
and be involved in physical fights. Critics have often attacked
such correlational research as only showing that hostile
kids like violent games, not that the games contribute to
the aggression. Addressing this chicken-or-egg problem,
we found that exposure to video game violence was a significant
predictor of physical fights, even when students' sex, hostility
level, and amount of game play were controlled statistically.
Children with the lowest hostility scores were almost 10
times more likely to have been involved in physical fights
if they played a lot of violent video games than if they
did not play violent video games. In fact, the least hostile
children who played a lot of violent video games were more
likely to be involved in fights than the most hostile children
who did not play violent video games. There are also a growing
number of anecdotal reports of compulsive playing patterns
among teen boys playing games like Everquest. While research
on compulsive video game playing is just beginning, some
disturbing trends appear to be emerging. There is some empirical
evidence suggesting that perhaps as many as one in five
adolescents who play video games may exhibit symptoms of
compulsive game playing (Griffiths & Hunt, 1998). In our
study of eighth and ninth graders, students who exhibited
compulsive game-playing tendencies:
- Preferred more violent video games.
- Played more violent games.
- Had more hostile personalities.
- Saw the world as a more hostile place.
- Were more likely to report having been involved in
physical fights.
- Performed more poorly in school.
Compulsive game playing is something that
will bear closer attention.
While the research on video and computer games
is still emerging, the results warrant the concern that
many pediatricians, academics, policy makers, and parents
have.
| Video and
Computer Game Industry |
A- |
| Arcade Industry |
D |
| Retail Enforcement
of Ratings |
D |
| Accuracy of
Ratings |
C |
| Overall Grade |
C |
Recommended: "Parent-Approved" and "Kid-Tested"
Games
Parent Alert! 10 Games to Avoid*
*All of our game ratings are based on information
provided by our trained Media Raters.
|