Laura W.’s son is growing up in the electronic age. “We’re trying to give him the hand-eye coordination and focus on educational stuff, like alphabet and math software,” says the Toronto mom.
But Laura does worry about the content of the games that her son is exposed to, sometimes unwittingly.
For example, one of her son’s games on the DVD edition of the Disney movie Dinosaur raises concerns. “In the beginning, a T. Rex leaps at you with fangs and everything,” says Laura. “That was too violent for him.”
The movie is rated PG but, according to Laura, “in very tiny letters you almost can’t find.”
Screening the electronic content aimed at one’s children is a complex problem. And it’s only going to get more difficult as game developers target a maturing audience. Already, industry statistics indicate that less than half of frequent game players are below 18 years of age.
Fortunately, there are resources that can help. Very much aware of parental concerns, game publishers are supporting the Electronic Software Rating Board (ESRB). The not-for-profit ESRB rates games in very much the same way that movies have been rated for decades. Almost all of the electronic games carry bold, black-on-white letters on the front of their packaging, denoting one of six content categories:
EC — Early Childhood. Specifically aimed at kids age 3 and older
E — Everyone. Ages 6 and older
E 10+ — Everyone. Ages 10 and older
T — Teen. Ages 13 and older
M — Mature. Ages 17 and older
AO — Adults Only. Not to be sold or rented to anyone under the age of 18
RP — Rating Pending. Refers to games that have been submitted and are awaiting final rating
A second component appears on the back of the game package.
“In addition to looking at the actual rating, you really need to look at the content descriptors,” points out Marc Szafran, senior vice-president and senior general counsel of ESRB.
The content descriptor is a brief text label found on the back of the game box and is chosen from a list of about 30 standard phrases — ranging from “mild violence” and “animated blood” to “partial nudity” and “strong sexual content.” A more complete explanation of the ESRB categories is available on the web site.
The content descriptor can provide a great deal of detail about the exact subject of a game. Together, ratings and descriptors provide a good indication of game content.
Microsoft’s Combat Flight Simulator carries an ESRB rating of E. Though the content descriptor notes “violence,” there is no visible bloodshed, but there are wartime images of planes being shot down. This is why the game was deemed suitable for players ages 6 and up.
Windows Vista offers parents a few different ways to restrict a child’s access to games in the Games folder through parental controls. Parents can limit access based on age (for example, selecting T for “teen” allows access to any installed game rated T or below but blocks M or higher), or by screening games by content (for example, blocking any games that contain references to alcohol or drugs). Parents can also block individual games manually.
Of course, just following the ratings is not the total solution when selecting games. Laura remains concerned that subtler aspects of the content can’t be captured in a rating. “I find that the ratings help, but aren’t the be all and the end all,” she says. “I have certain values.”
Laura does not worry as significantly about violence in games as much as the underlying subtext — that “it’s okay for you to kill because you’re the good guy.” She feels this kind of pervasive, underlying theme is not captured by ratings.
Obviously, parents need to use their own discretion. “The big thing is for parents to be involved in the purchasing decisions,” emphasizes Szafran.
Laura agrees. “We’ll watch stuff with our son,” she says, and notes that shared viewing can become a learning experience. “With the subtle, insidious stuff, we try to make him aware that it’s there,” she says. “This is the reality. Let’s at least make sure we share the same understanding.”