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June, 2003

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Rating video games ratings
Study shows ratings are often inaccurate

A recent study conducted by researchers at Children’s Hospital Boston and the Harvard School of Public Health (HSPH) suggests that parents may want to reconsider trusting the rating on the side of the package in determining if a video game is appropriate for their children.

The study, which is the only rigorous, independent, and quantitative analysis based on actual play of video games, showed that many activities that earn other games Mature ratings appear without warning labels in Teen-rated games. It was led by researchers at the Center on Media and Child Health (CMCH) at Children’s and the Kids Risk Project at the HSPH, and appeared in the February 18 issue of The Journal of the American Medical Association (JAMA).

Study authors Kevin Haninger, who is a doctoral student at Harvard, and Kimberly Thompson, MS, ScD, who is co-founder and director of research at CMCH, randomly selected 81 video games rated T (for Teen) by the Entertainment Software Rating Board (ESRB), and compared the content they observed in an hour of game play to the ESRB descriptions provided on game packaging. They found that 48 percent of games included violence, sexual themes, profanity, substance use, or gambling without noting these activities on the game box. This finding prompted the researchers to recommend that parents take a more active role in selecting and discussing video games with kids, especially since the ESRB, which is funded by the video game industry, rates games based on descriptions given by the manufacturer rather than on game play.

“These findings suggest the need for greater clarity and transparency in the use of ESRB content descriptors and in the overall rating process,” says Haninger.

Based on the wide range of content observed and the absence of some content descriptors, the authors recommended that the ESRB consider using additional age-based categories in its ratings, such as a Youth rating for ages 10 and up and a T-15 rating for ages 15 and up. They also emphasized that the ESRB should make playing the games an integral part of the rating process to ensure that the most accurate information is available to parents.

Haninger and Thompson encourage clinicians—particularly pediatricians and specialists in adolescent medicine—to ask patients and their parents about their experiences with video games, and to actively mediate any potential health risks.

Says Thompson, “The results of this study and the recent glimpse of popular teen culture that parents saw in the Super Bowl half-time show should serve as a wake-up call to parents to pay attention to what’s in their children’s media diets.”


To view the complete JAMA abstract on Content and Ratings of Teen-Rated Video Games, please visit: jama.ama-assn.org/cgi/content/abstract/291/7/856