Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the...
-
Upload
violet-harrell -
Category
Documents
-
view
214 -
download
0
Transcript of Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the...
![Page 1: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/1.jpg)
Sam Holt, Michael Cooper, and Samantha Kelly
A Critique of the Rating System
![Page 2: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/2.jpg)
As a new media in the 1980s, video games and the industry that developed
them were subject to intense scrutiny. Criticisms made over content control
were dealt with by individual companies. However, as graphics advanced in
sophistication, it soon became clear that a single organization would be needed
to ensure that content could be withheld from certain audiences. The largest
game publishers of the day felt that if no action was taken to regulate content
the United States government would step in and form a regulatory body. To
prevent this, the ESRB was founded in 1994 with a mission statement to ensure
that games displaying inappropriate content would be restricted to certain
ages. The Electronic Software Rating Board is a non-profit, self regulating entity
that issues content ratings. Its edicts are accepted by almost every major retailor
and publisher.
History of content ratings and the ESRB
![Page 3: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/3.jpg)
Timeline of Content Ratings
The Software Publisher’s Association declares that it is infeasible to issue a universal ratings system
The advent of full motion video capture allows for more realistic violence in virtual media
Senators Joseph Lieberman and Herb Kohl hold a hearing on excessive violence in video games
The “Great Powers,” Nintendo, Sega, and EA meet and establish the Interactive Digital Software Association to regulate internal ratings boards
The Recreational Software Advisory Council is founded, with the goal of issuing consumer warnings about graphic content on PC games
The Electronic Software Rating Board is founded and immediately accepted by most of the video game industry. This silences calls for federal oversight
1987
1990 1992 April 1994
July 1994
1st of September 1994
?
![Page 4: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/4.jpg)
The rating system hasn’t evolved with society.
The last major change to the rating system was in 2005
In a survey on debate.org, 76% of people said children over the age of 13 should be allowed to play M rated games. Why?• The M rating covers way too many games. For example, Call of Duty
should not be in the same realm as GTA.
What’s the Issue?
![Page 5: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/5.jpg)
Strange rating categories• Too many types of violence without any definition.
• Cartoon Violence and Fantasy Violence: Is there a difference?
• Crude Humor, Adult Humor, and Comic Mischief: Are they the same?
What’s the Issue?
![Page 6: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/6.jpg)
The feasibility of enforcement
• ESRB ratings are easily bypassed online
• Steam, Amazon, and Origin ask for age but no identification
• Does regulation prevent games from getting into the hands of an audience deemed underage?
• Can a regulatory agency prevent the sale of products without the support of the vendor?
What’s the issue? (3)
![Page 7: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/7.jpg)
A new rating system based off of a point system
Our Solution
![Page 8: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/8.jpg)
K• 5 points or below
K+• 10 - 15
T• 20 – 35
M• 40 - 60
A• 65+
Point System
![Page 9: Sam Holt, Michael Cooper, and Samantha Kelly. As a new media in the 1980s, video games and the industry that developed them were subject to intense scrutiny.](https://reader035.fdocuments.us/reader035/viewer/2022073121/56649e2e5503460f94b1df3d/html5/thumbnails/9.jpg)
http://www.debate.org/opinions/should-teens-over-13-be-allowed-to-buy-and-play-m-rated-games
http://www.esrb.org/ratings/ratings_guide.jsp
References