Gametime
Computer and video game industry leads in empowering parents
Here's something parents would love to know and read, and something kids like me would like their parents to read.
The U.S. computer and video game industry “outpaces” other entertainment industries in restricting target-marketing of mature-rated products to children, clearly and prominently displaying rating information, and restricting children’s access to mature-rated products at retail according to a new report to Congress released by the Federal Trade Commission (FTC). The report on entertainment industries’ marketing and advertising practices is the FTC’s seventh since 2000.
The FTC also applauded the Entertainment Software Rating Board (ESRB), stating, “The Commission commends the ESRB for its new online ratings summaries, which provide a more detailed explanation of the content that factored into a game’s rating. This tool should enhance parental understanding of the ratings and the ratings process.”
The FTC found that 80 percent of Mature-rated game sales to minors are stopped.
The agency applauded the U.S. computer and video game industry’s efforts in restricting the marketing of mature-rated entertainment to children, citing the industry’s “great strides” and stating the industry “continues to do an excellent job of clearly and prominently disclosing rating information.”
The computer and video game industry’s self-regulatory programs are led by the ESRB, the non-profit, independent organization that rates computer and video games.
Now in its 15th year, the ESRB assigns computer and video game content ratings; partners with retailers to support their policies on the sale or rental of games to minors; enforces industry-adopted advertising and marketing guidelines; and helps ensure responsible online privacy practices for the interactive entertainment software industry.
Other key findings released in the FTC’s report include:
- “Of the three entertainment sectors, the electronic game industry continues to have the strongest self-regulatory code.” In addition, “…compliance with [that] code was high in all media.”
- “The electronic game industry also performed well with respect to prominent disclosure of rating information in ads and retailer websites.”
- “[R]etailers are strongly enforcing age restrictions on the sale of M-rated games, with an average denial rate of 80%.” Also, “nearly all retailers use systems to prompt cashiers to request photo ID.”
- “The Commission found no evidence of M-rated game ads on TV programs with a substantial youth audience that aired prior to 10 p.m. and a decrease in the number of M-rated game ads on websites highly popular with teens or children.”
- Finally, “Overall, the Commission uncovered little evidence of inappropriate target marketing through the traditional media.”
So there.






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