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Ratings Panel and Working Group
Panel chair: Dale
Kunkel, Ph.D., University of Arizona
Panel presenters in order of presentation were:
Joanne Cantor, Ph.D,
University of Wisconsin
Douglas Gentile,
Ph.D., Iowa State University, National Institute on Media
and the Family
Patricia Vance,
President, Entertainment Software Rating Board
Kimberly M. Thompson,
ScD, Kids Risk Project, Harvard School of Public Health
The Ratings Panel and Working Group presented and discussed perspectives
of a select group of academic researchers, who have published
scientific studies involving media ratings and video games, and
perspectives from the video game industry, represented by the
ESRB president.
Presentations of researcher perspectives
The academic researchers noted the video game rating system was
an improvement over other media rating systems and complimented
the ESRB for providing content descriptors and for being willing
to listen to the concerns of parents and researchers.
However, the researchers described studies demonstrating that
the video game ratings still have weaknesses that need to be addressed.
They used research to propose changes to provide consumers with
more objective, reliable, valid and detailed ratings information.
Among the key research cited and discussed by the academic researchers:
Desired features of video game ratings
Joanne Cantor, Ph.D.,
University of Wisconsin
View
presentation
Parents prefer descriptors of media content, over age recommendations
- A national survey of parents found that, by a wide margin,
parents favor ratings based on content information rather than
generalized ratings that suggest appropriate ages for users.
(Cantor, Stutman
& Duran, 1996; Bushman & Cantor, 2003) A meta-analysis
confirmed these findings.
Ratings sometimes attract viewers to controversial content
- Restrictive ratings sometimes backfire, making entertainment
media, including video games, movies and TV programming, more
enticing to youth. However, the effect is small to moderate
and varies, depending on the gender and age of the audience.
The effect is moderate (r = .25) for males overall and nonexistent
for females. It is stronger for males aged 18-22 (r = .31) than
for adolescent males (r = .21). Both age and content ratings
can make programs more attractive. (Bushman
& Cantor, 2003)
Based on the research findings, Cantor concluded that because
ratings can have effects that are both positive (informing parents)
and negative (attracting young viewers), ratings should provide
enough concrete content information to outweigh the negative effects.
Descriptors should be much more explicit
- Video game descriptors provided by web sites such as familymediaguide.com
provide many more explicit details than the ESRB
video game ratings.
Cantor proposed that video game product labels include the type
of information that would be more likely to affect a parents' decision.
Rather than the ESRB descriptors of "blood and gore" and
"intense violence" (for Grand Theft Auto: Liberty City
Stories, for example), parents might appreciate knowing that
the player can "punch and kick people to death," see "blood
spurting from victims' bodies," "sever their heads with
swords," "shoot a person's head off with a sniper rifle,"
and "shoot and kill police officers" (which they learn
from the familymediaguide.com descriptors on the same game.)
Research Citations
Bushman & Cantor,
2003
Cantor, Stutman
& Duran, 1996
A Model for Reliable & Valid Media Ratings
Douglas Gentile, Ph.D.,
Iowa State University, National Institute on Media and the Family
View presentation (Coming Soon)
Achieving Scientific Reliability & Validity
Research, especially involving TV and movies, has demonstrated
that ratings can be scientifically reliable and valid, and that
one system can be applied to multiple media:
- As one example, consistent standards for a reliable and valid
universal media rating system have been demonstrated through
KidScore,
a rating system established by the National Institute on Media
and the Family in 1996, and run until about 2002, after which
point it became a consumer-based rating system.
- The KidScore ratings were validated nationally and applied
by trained parent raters to 253 TV programs, 276 movies or videos,
and 166 computer or video games that were popular or marketed
to children. When the KidScore ratings were compared to industry
ratings, it was clear that, in particular, TV and movie ratings
were not in agreement with parent ratings, with the exception
of the most restrictive ratings (TV-MA, R movies). Parents had
highest disagreement with respect to video game ratings in the
Teen category.
Gentile noted that the experience of KidScore demonstrates that
a universal media rating system, capable of producing reliable
and valid ratings for all media types, is possible and practical
and would provide parents a more consistent source of information
on all types of media consumed by their children.
Considering a universal media rating system
Among the considerations for a universal media rating system are:
- There is research addressing what makes a good rating system,
what parents want in a rating system, and what would be most effective.
- Although several studies demonstrate that parents would
prefer a universal system, barriers to the creation of such a
system remain, such as resistance by the Motion Picture Association
of America to improve the movie rating system.
- Although parental concerns about each media form differ,
in general, parents want to know about the content of each, such
as amount and depiction of violence, sexual content, etc.
- The video game industry has been the most responsive industry
to adjust its rating system to parent and research concerns and
to serve consumers better. The industry could continue to be leaders
by working to create a new 2.0 standard, universal media rating
system that incorporates scientific research and meets parent
information needs.
- Other possible options for the creation of a universal
rating system include an independent ratings oversight group,
which could either assign ratings or could train existing industry
raters to use a single system reliably.
Research Citations
Walsh & Gentile,
2001
KidScore
Ratings
Research comparing actual content observed to
information provided by ESRB
Kimberly M. Thompson,
ScD, Kids
Risk Project, Harvard School of Public Health
Usefulness of game ratings based on evidence
View
presentation
- ESRB ratings provide important information and parents
should use the ratings. But the ratings do not convey complete
information about game content for all games. For example, they
often fail to mention depictions of substances.
- Confusion exists about whether the content descriptors
are intended to alert parents to all of the potential types of
content that may be of potential concern to them or to provide
a reason for the age-based rating. Appeals to context-based ratings
as opposed to more objective criteria represents an important
shift that consumers need to understand.
- Much greater clarity and consistency is needed to ensure
that consumers know what the rating information means and what
to expect.
Strengths & limitations of current game ratings:
- Strengths include: Good visibility (although content descriptors
are only on the back of the package), information available at
the point of purchase; online information includes age-based ratings
and content descriptors
- Limitations include: No standards for content descriptors;
inconsistencies observed in content analyses, non-transparent
process and no accountability, no content descriptors for "positive"
content, may be desirable to have one more age category (T-15)
Research regarding accuracy of video game ratings:
- Independent, peer-reviewed assessments of the accuracy
of the content descriptors performed by the Kids Risk Project
on video games rated "E" "T" and "M"
found inconsistencies. See Thompson
& Haninger, 2001; Haninger
and Thompson, 2004; Haninger
et al., 2004; Thompson
et al, 2006.
- Inconsistencies may result from assignment of ratings prior
to final product; the rater is asked to assign ratings prior to
being able to play the games in the version sold to consumers
- The industry currently provides mixed message about whether
it seeks to provide "accurate" and "objective"
rating information to parents
Addressing limitations to improve video game ratings:
- Clear, publicly-available standards for assigning age-based
ratings and content descriptors, including Web posting of the
submission package questions online so parents know what information
is collected as part of the process
- Transparency in the process and a real board of independent
individuals that will improve accountability
- Changing the rating process to include experience of game
play of each game submitted by the rating board before assigning
the age-based rating and content descriptors for that game
Research Citation
Presentation by video game industry ratings board
president
Patricia Vance,
president, Entertainment Software Rating Board
View presentation
The Entertainment
Software Rating Board perspective is that the video game ratings
system is effective, parents have high awareness of and are using
the ratings, and the ESRB promotes use of ratings and other resources
on media.
Parents confirm effectiveness of ESRB rating system
- Kaiser
Family Foundation study in Fall 2004 reported more than half
of 1,000 parents surveyed found ESRB ratings to be "very
useful," more than any other media ratings.
- ESRB-commissioned surveys confirm parental usefulness of
ESRB ratings: 83% of parents with kids who play video games are
aware of ESRB ratings and three in four use ratings regularly
in making decisions to buy or rent video games.
- Parents agreed with ESRB ratings 82% of the time and found
the ratings "too strict" another 5% of the time. A comparison
of ESRB and National Institute on Media and the Family ratings
showed that virtually all age ratings assigned were either identical,
or varied by only 1-2 years in either direction.
Rating assignments inherently subjective
- Rating assignments are inherently the result of human beings
making a subjective judgment about what they review and experience
when reviewing it. The act of assigning a rating is not a science,
and its effectiveness cannot be evaluated in a laboratory. (Note
- ESRB remarks)
- Video game ratings are based on social/cultural norms,
to reflect the values of parents making the video game purchases.
- Ratings are inherently limited to concise labels on game
packaging
- Ratings must be assigned prior to the product's release
- Ratings are intended to provide consumers with basic information
at the point of purchase.
The ESRB encourages consumers to use a wide range of resources
in aggressively promoting use of its ratings and to be informed
and involved about the media their children consume. The ESRB
aggressively promotes use of its ratings through a multi-channel
marketing program.
Improvement efforts: focus on rating awareness and uses
- The ESRB has received minimal complaints from consumers
- Parents have been relatively silent when it comes to requesting
that the ESRB do things differently
- Video game research should focus on how and why parents
choose video games.
- Parents as a specific group or organization were not participants
at the Summit.
- Parents need to take responsibility for their children's
media consumption.
- The ESRB currently is running PSA ads in leading consumer
magazines, encouraging parents to step up and take responsibility
for the computer and video games that their children consume.
- PSAs and other materials have been developed specifically
to target minority populations.
Discussion
Following the panel presentations, the panelists and Summit participants
discussed the extent to which a different ratings process might
reduce subjectivity, whether and how ratings could be consistent
when based on subjective social norms, and what other information
could be communicated through ratings.
The selection of video game raters was discussed regarding the
raters' backgrounds, experience and any training they may receive.
In particular, the academic researchers suggested the raters should
have some educational background or training in child development
in order to understand what appropriate age ranges would be for
video games.
The discussion progressed to the Ratings Working Group, which
proposed ideas and made recommendations regarding the video game
rating process.
Ratings Research & Policy Working Group Recommendations
The working group was chaired by:
Dale Kunkel, Ph.D.,
University of Arizona
Members of the Ratings Research & Policy Working Group included:
Joanne Cantor, Ph.D,
University of Wisconsin
Jeanne Funk, Ph.D.
University of Toledo
Douglas Gentile, Ph.D.
Iowa State University, National Institute on Media and the Family
Bradley S. Greenberg,
Ph.D, Michigan State University
Jay Senter,
Common Sense Media
Patricia Vance,
President, Entertainment Software Rating Board
The discussions of the working group were divided into four categories:
rating research, rating process, rating structure and rating oversight.
The working group was consistent in agreeing on several recommendations,
especially regarding the need for research.
Note:
- * Recommendations that did not have unanimous consensus are noted
by the asterisk. Points of disagreement were often between individuals
who were proposing incremental changes to the current system and
individuals with major revisions and long-term goals of creating
a new rating system. In forwarding these recommendations to the
full Summit, the Ratings Working Group noted those recommendations
that merited consideration but were not unanimously agreed upon.
Ratings research
The working group agreed that research on ratings should involve
parental input and research, addressing these points:
- How to make video game content descriptors more effective
and useful
- Measure the level of parents' knowledge and understanding
of the ratings (not simply awareness)
- Identify the most effective means to inform and motivate
parents to use video game ratings
Several additional areas for academic scholars to research or
advance proposals were identified, as follows:
- Apply behavioral usage research to study how ratings are
actually used in practice
- Identify reasons why parents disregard the M rating (Mature,
for age 17 and older)
- Study how to build ratings awareness and use among communities
with high-risk youth
Rating Process
- Apply media effects research as an important, but not sole,
factor in the rating process
- Identify the characteristics a video game rater should
have:
- * Consider optimal rater characteristics and employ those types
of raters
- * Increase transparency of ratings: determine what/ whether
parents want additional information on video content, and if so,
how and where it should be provided
Ratings Structure
Recommendations for the rating structure are subdivided into two
categories: fine tuning the rating structure and the consideration
of "positive" ratings:
Fine tuning
- Explore how best to respond to content added by video game
users (YouTube effect)
- * Change the M rating from "17 and older" to
"18 and older"
- * Include more descriptor information of gender/ethnic
issues
- * Allow for non-standardized descriptors and supplementary
information
- * Have special consideration in ratings when video games
contain victimization
Consideration of "positive" ratings
- * Rate video games for pro-social or educational information
in descriptors
Dissenting concerns raised on this recommendation were that a
positive descriptor could be used to undercut negative descriptors,
such as violent or sexually explicit game content.
Other
- Hold a conference of experts across multiple media to determine
if a universal rating system is needed and what it might look
like, or how best to amend current rating systems; if a need is
indicated, develop a universal rating system
Ratings oversight
- * Establish an independent ratings board
- * Establish an expert advisory board on the rating process.
- * Establish industry ratings agencies as "accountable"
to Congress
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