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12th Annual MediaWise®
Video Game Report Card
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the Report Card
David Walsh, Ph.D.; Douglas Gentile,
Ph.D.
National Institute on Media and the Family
December 4, 2007
with results from the 2007 MediaWise-Harris Interactive®
Poll
This MediaWise Video Game Report Card is the twelfth issued
by the National Institute on Media and the Family, an independent,
non-partisan, non-sectarian, nonprofit organization. The
MediaWise Video Game Report Card provides a snapshot of
the interactive gaming industry with a focus on issues related
to the welfare of children and teens. The full Report Card
is available at www.mediawise.org.
An Ominous Backslide on Multiple Fronts
Every year the world of video games grows in influence and
importance for the lives of American families. Amazing new
games outdo the imagination and artistry of older games.
Ingenious new marketing campaigns instill ever-higher levels
of desire for the latest games and platforms in gamers young
and old. Groundbreaking new technologies unlock new possibilities
for interaction, entertainment, and impact.
Some of this growth is great news for people who love video
games. And increasingly, that label applies to a lot of
us. According to our new MediaWise-Harris Interactive®
Poll, nine out of 10 kids (86%) ages 8 to 16 play video
games in their homes. We also know the average age of gamers
continues to increase, as the generation who grew up with
the Atari and Nintendo continue to play video games well
into their adulthood. Sequels to popular game franchises
like Halo and Guitar Hero, and increasingly intricate massive
multi-player games, made 2007 an exciting year for gamers.
Families also received some good news in 2007. In February,
GameStop, one of the nations largest specialty retailers
of video games, clamped down on the sale of M-rated (Mature)
video games to minors by terminating sales clerks and store
managers who sell these games to minors. The Target Corporation
took a bold step in pulling Manhunt 2 from its shelves
after it was revealed that AO (Adults-Only) content was
viewable, on the Mrated game for Sonys PSP and PS2,
by changing the games code.
In October, Microsoft announced it was enhancing its Xbox
360s parental controls with the addition of a screen
time timer. With a quick download, parents will be able
to set screen time limits for their child.
In spite of this progress, there is plenty of cause for
concern.
While the medium and its audience continue to grow, efforts
to protect children from the now undeniable potential harms
of excessively violent video games have not kept pace with
industry growth. Some of this shortfall is due to a chronic
phenomenon: as the industry and its influence continue to
grow, video games present new challenges for families.
However this year, our findings suggest that the unacceptable
negative impact of excessively violent video games on young
people is a problem depicted in an everexpanding body of
research. Increasingly, the companies which create and market
the games, the retailers who sell them and the parents who
buy them have become too comfortable with the voluntary
standards they set for themselves in previous years.
Complacency, especially on the part of retailers and parents,
appears to have caused a backslide in ratings awareness
and enforcement. And, at the same time, while the Entertainment
Software Rating Board (ESRB) has continued to educate the
public about its video game rating system, several shocking
incidents have inadvertently revealed dangerous loopholes
in the ratings process. Simply put, some of the hard-won
progress seen in previous years has been lost, and now,
too many children are spending too much time playing inappropriate
video games that can harm their health and development.
Earlier this year, a disturbing trend appeared in some public
libraries and churches across the country. To recruit youth
to use public libraries and participate in church activities,
several libraries and churches resorted to using video game
tournaments with popular Mrated (Mature) video games, like
Halo 2. While video game tournaments are an innovative
way to reach todays children, allowing 13- and 14-
year old teenagers to play games that are rated for players
over the age of 17 is irresponsible. This strategy undercuts
the rating system and sabotages parents who are trying to
follow the ratings and restrict their children from playing
M-rated games.
In light of this disappointing complacency on the part of
the gaming industry, retailers and parents, the National
Institute on Media and the Family presents this annual report
to reinvigorate and reform efforts to ensure that our kids
are gaining the benefits from games while minimizing the
harm. All of us care about children, and thanks to years
of study and practice, we know how to maximize the benefits.
But right now, families and retailers have put too much
faith in the current ratings system; the ESRB has put too
much trust in the gaming industry; and some in the gaming
industry have not done enough to monitor themselves.
We know how to keep adult games out of the hands of kids,
but significant changes are needed in the ratings system.
The end result means helping our kids have healthy, happy,
MediaWise futures.
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