Violent Video Games Get A Hearing in DC   June 15 2006
Several news stories posted here

Congress: Video Games Need More Warnings For Parents

Thursday , June 15, 2006

WASHINGTON — Republican lawmakers said on Wednesday that parents need to know more about sexual content and violence in video games and criticized the FTC's handling of a complaint about a top-selling game, "Grand Theft Auto: San Andreas."

The industry's voluntary ratings system and game makers have been under fire since last summer, when Take-Two Interactive Software Inc. (Nasdaq:TTWO - news) pulled the blockbuster title from store shelves following complaints about hidden sex scenes that could be viewed with a downloaded program.

Congress asked the FTC to investigate. Last week, the agency reached a settlement with Take-Two that bars the company from misrepresenting rating or content descriptions.

At a House Energy and Commerce subcommittee hearing on violent video games, Michigan Republican Fred Upton complained the settlement terms "aren't even a slap on the wrist."

"I guess I thought the FTC had a few more teeth," Upton added.

Texas Republican Joe Barton, chairman of the entire committee, said the FTC had yet to formally submit a report to Congress on its investigation.

"Given the sensitivity of the issue, it's not acceptable practice by the FTC to respond in such a tardy fashion," Barton said.

Another Republican, Cliff Stearns of Florida, compared violent video games to hate speech and urged the FTC to "get tough" with companies like Take-Two.

"They flout the law and continue to exploit our kids with violence and hate," Stearns said.

But the FTC did not have the authority to impose civil penalties against Take-Two as part of the settlement, Lydia Parnes, director of the FTC's Bureau of Consumer Protection, told the lawmakers.

A Take-Two spokesman declined to comment.

The popular "Grand Theft Auto" series of games is known for letting players commit crimes as they cruise through bleak urban landscapes. It is the best selling game franchise ever in the United States with more than $1 billion in sales.

Currently, it is up to retailers whether or not to sell M-rated games to minors. M-rated games have content deemed appropriate for people aged 17 and up by the Entertainment Software Rating Board.

Lawmakers said parents must have more information about the content of video games their children play.

Parnes said the FTC supports the video game industry's self-regulation of violent content, but said too many U.S. children are still able to buy M-rated games in stores.

"There is still substantial room for improvement," she said.

An FTC study found 42 percent of its undercover shoppers, children between the ages of 13 and 16, were able to buy an M-rated game last year. That is down from 69 percent in 2003.

The FTC will survey consumers about the game rating system as part of a broad entertainment industry report, Parnes said.

The fast-growing video game industry now generates revenue rivaling Hollywood box office sales.

Wal-Mart Stores Inc. (NYSE:WMT - news), which accounts for one-fourth of all video games sold in the United States, said it does not sell M-rated games to children under age 17 unless they are accompanied by a parent or guardian. The company does "everything possible to prevent children from obtaining inappropriate video games" and to inform parents about content, Gary Severson, said Wal-Mart vice president.

 

Technology

By Burt Helm and Carlos Bergfeld
 

Congress: Stop Playing Games

Video-game makers and retailers feel the heat on Capitol Hill about the ratings process and lax sales practices
http://www.businessweek.com/technology/content/jun2006/tc20060615_326390.htm?chan=technology_technology+index+page_more+of+today's+top+stories


 

Nearly a year after the Hot Coffee controversy—where a secret sex mini-game in Grand Theft Auto resulted in Federal investigation of the company that makes it—Congress is still steaming mad at video-game makers and retailers (see BusinessWeek.com, 9/08/06 "Take-Two Is Off Its Game"). And in a June 14 House subcommittee hearing entitled Violent and Explicit Video Games: Informing Parents and Protecting Children, Representatives grilled industry members and criticized their inability to keep adult-themed games out of kids' hands.

Criticism at the hearing, which took place in the Subcommittee on Commerce, Trade, & Consumer Protection, focused primarily on two groups: the Entertainment Software Ratings Board (ESRB), which assigns parental guidance ratings to video games, for the way in which it assigns ratings; and retailers, who were accused of being too lax when it comes to protecting children from questionable content.

CLEAN UP RATINGS . "Ratings need to be cleaner, clearer, and more universal…and retailers need to be more vigilant at judging the age of consumers, both online and offline," said Subcommittee Chairman Cliff Stearns (R-Fla.) at the beginning of the hearing.

A representative from the Federal Trade Commission reported that while retailers were doing better compared to last year, a "mystery-shopper" study of random walk-ins to stores found that only 55% of national stores asked for a child's age after the child attempted to buy a "Mature" or M-rated game—which is supposedly only appropriate for those aged 17 or higher. Local and regional stores fared even worse, asking the child's age only 35% of the time.

Members of the subcommittee, however, reserved some of their most withering remarks for the ESRB. "As a parent and as a psychologist I don't find this to be an unbiased system," said Rep. Tim Murphy (R-Penn.). "You seem to be setting the bar pretty low."

Earlier in the hearing, Rep. Marsha Blackburn (R-Tenn.) criticized the way the ratings board is set up. The publishers "pay you for a rating of their product, and [as members of the board of the ESRB] they are choosing…how you rate that game. And you don't see a problem with this?" Blackburn asked Patricia Vance, the president of the ESRB.

REVIEW PROCESS.  Considering the vast amount of time it takes to complete a video game—it can take as many as 100 hours to finish the longest—the ESRB's small staff does a very quick job reviewing them. The 35 part-time reviewers, each of whom works roughly two to three hours every other week and has received just one day of training, do not actually play the games. Instead the raters, most of whom are parents living in New York City, watch a video of what the publisher has deemed the game's most potentially objectionable content. In addition to watching the submitted video, the raters evaluate the accuracy of an application in which the publisher has outlined the theme of the game and detailed all adult content and situations.

Including the time to view the video, it takes each rater from 15 minutes to over one hour to evaluate each title, according to Vance. Three raters examine each video. The fee for the rating process—paid for by the publisher—is $2,500 a title, according to one game publisher.

The ESRB argues that holding publishers responsible for their own video submissions is the most effective way to rate the games. It would be impossible to play every one of the 1,100 or so games released every year from start to finish, Vance contends, and the game makers know best what is in the games. Plus, the pool of people qualified as expert gamers wouldn't include enough parents, and it is their opinions that are the most relevant, she argues.

PLAYING THE GAME.  ESRB critics still say that reviewing the games without playing them isn't sufficient. Kimberly Thompson, an associate professor of Risk Analysis and Decision Science at the Harvard School of Public Health at Harvard University who spoke at the hearing, conducted her own studies into hundreds of video games. She said that although she and her teammates played each title for just one hour, they often found the same type of content, like partial nudity, in two different games, yet the ESRB notes on the games were inconsistent.

One might include "partial nudity" as a content descriptor, and the other would not. If disparities can be found within only an hour of play, playing games should be a part of the process for the board, she said. "The ESRB's inability to play the games undermines their ability to independently rate the games, undermining the public's confidence in the ratings," Thompson said during the hearing.

Such a ratings process would be similar to the one used in Europe. As in the U.S., it is run by the gaming industry. In Europe, however, the raters play any game that has mature themes before a rating is assigned. Developers provide raters with special codes to make the game easier so they don't need to spend dozens of hours on each title. Also, publishers must fill out a lengthy questionnaire detailing the content of each game.

Vance's response to Thompson's research was that it would be impractical to have raters play games, given their varied lengths and complexity. Even up to 10 hours of play would "provide nothing," Vance emphasized at the hearing.

TRANSPARENCY. Critics, including Thompson as well as members of the House subcommittee, argued also that the ESRB should be more transparent about how it assigns its ratings. Beyond the general methodology overview the ESRB provides on its Web site, the board does not have absolutes about what in-game content merits a certain descriptor. The ESRB does provide more specific guidelines for game publishers in a password-protected area of the site, not viewable by the public.

The lack of specificity makes it difficult for parents to fully understand the difference between, say a T-rated (for Teens) game and an M-rated (for 17+) one. After questioning Vance, Chairman Stearns said he was discouraged by the lack of transparency and that he thought an outside auditor or some sort of peer review would be beneficial to ESRB.

In an interview with BusinessWeek.com, Vance emphatically defended the ESRB's choice not to disclose details of its ratings process, not to disclose the identities of the raters, and not to let BusinessWeek.com observe the ratings process. "We don't want any negative [influence], or any kind of influence on [our rater's] judgment," he said. "We want them to feel free to come in, rate on their own terms, and not be scrutinized."

While the ESRB may prefer to continue their ratings without such scrutiny, members of Congress may soon look to apply more.



 

 

Helm is a reporter for Businessweek.com. Bergfeld is an intern in BusinessWeek's silicon Valley bureau

 

House Panel Wants Better Video Game Ratings
Subcommittee Members Say Violent, Sexual Games Should be More Clearly Marked
By DEAN NORLAND

June 14, 2006 — Simulated violence and sexual content found in video games are undermining the efforts of parents to responsibly raise their children, according to members of a House of Representatives subcommittee exploring the subject.

The House subcommittee held a hearing to explore whether parents are getting all the information they need to make decisions about the purchase of video and computer games. Some members determined that the surge in popularity of mature games and the targeted marketing of video game makers make it difficult for parents to know what their children are playing.

"Mature rated games continue to be the top sellers and continue to push the limits of violent and sexually explicit content every year," said Rep. Clifford Stearns, R-Fla., the subcommittee chairman.

Almost All Kids Play Video Games

A study published in the Journal of Adolescence found that 96 percent of boys and 78 percent of girls play video games on a regular basis. The study found that, on average, boys spend 13 hours a week with the electronic games, girls five hours.

Video games are rated by the industry-supported Entertainment Software Review Board (ESRB), which came under attack at the hearing.

Dr. Kimberly Thompson, the director of the Harvard School of Public Health's Kids Risk Project, told the panel that her project has found that games containing violence and explicit content are inconsistently labeled by the rating board.

"The ESRB should make its rating process and the terms it uses in its ratings more transparent, " Dr. Thompson testified.

Testimony submitted at the hearing cited statistics that estimated parents are involved in the purchase of video games for their children 83 percent of the time. ESRB testimony estimated that 74 percent of parents claim to use the industry's voluntary rating system.

ESRB president Patricia Vance said the organization can't police the purchasing habits of every person buying video games.

"We can't force the parents to use the system," she said.

One of the top selling games is Grand Theft Auto: San Andreas, which includes both graphic violence and sexually suggestive content. The maker of the controversial game agreed last week to settle a Federal Trade Commission complaint that claimed players could view secret, hidden sexual content.

Rep. Joe Barton, R-Texas, said he is fed up with games like Grand Theft being marketed under false pretenses, making it possible for them to find their way to young, impressionable children.

While subcommittee members, some of whom admit they are still gamers today, yearned for the simpler days of Pac-Man, some said they realized times have changed with games now featuring policemen being killed, drug dealing and drive-by shootings.

 

 
Friday, June 16, 2006 ::
Weak Video Game Ratings Need to Better Inform Parents, Lawmakers Say
By Sean Gaffney - An industry-regulated video game rating system is misleading, unclear and does not provide parents with sufficient tools to monitor what their children are playing, Republican lawmakers said Wednesday.

At a House Energy and Commerce subcommittee hearing on violent video games, lawmakers grilled representatives of the video game industry for allowing racy content - such as in the game "Grand Theft Auto: San Andreas," the highest-selling game of 2004 - to end up in the hands of children.

That game came under congressional scrutiny after the discovery of a hidden mini-game called "Hot Coffee" that allowed players to participate in an explicit sex scene. The game was rated M for mature, but the rating did not mention the graphic sexual content. M-rated games are recommended for players over 17.

Lawmakers scolded Patricia Vance, president of the Entertainment Software Rating Board, the video game industry self-regulation agency, for giving the game a M rating and not an AO, or adults only, rating. They also questioned the integrity of the rating process.

The board that rates games does not actually play them. Members watch a video provided by the publisher that summarizes the game's content and compares it with a written report also provided by the publisher, Vance said.

Rep. Marsha Blackburn, R-Tenn., questioned whether the rating process can be effective when publishers choose the content on which their game is rated. "Do you see a problem?" Blackburn asked Vance.

"If they don't fully disclose the product, there are serious consequences," Vance responded, noting the board can fine the publisher.

The board did not fine Take-Two Interactive, publishers of the "Grand Theft Auto" game, for not disclosing the "Hot Coffee" mini-game. Vance said the publisher has spent $25 million recalling and reproducing the product without the content and further financial penalties aren't necessary.

Last year the House and Senate passed resolutions instructing the Federal Trade Commission to investigate Take-Two Interactive and the game's developer, Rockstar Games.

The FTC later charged the companies with failing to fully disclose the game's content. The FTC, Take-Two and Rockstar reached a settlement Friday, in which the game companies pledged to disclose the content of future games and agree to fines of up to $11,000 per violation if they fail to do so.

Rep. Fred Upton, R-Mich., who wrote the House resolution, complained the FTC had "no teeth" and that the actions were nothing but a "slap on the wrist."

"I would have liked them to be fined millions for the trash they put out," he added.

Committee members also questioned retail adherence to the ratings. They scolded Gary Severson, senior vice president of merchandising for Wal-Mart, for lax policies that allowed a minor to purchase "Grand Theft Auto: San Andreas" on the company's Web site. Severson said the company stopped selling the original version of the game after learning of its sexual content.

Lydia Parnes, director of the FTC's Bureau of Consumer Protection, testified that retailers have improved in complying with the rating system guidelines. A study conducted earlier this year found that 42 percent of secret shoppers ages 13 to 16 were able to purchase M-rated video games. In 2003, 69 percent of under-age secret shoppers were able to purchase the games.

"While these results are headed in the right direction, there is still substantial room for improvement," Parnes' written statement said.

The committee also voiced concerns that parents are not well informed about the rating system. Vance noted, however, that a board-commissioned study found that adults are involved in 83 percent of video game purchases.

Kimberly Thompson, a Harvard researcher, charged that the ratings aren't much help because they are not accurate. She said a study conducted by the Kids Risk Project at the Harvard School of Public Health found that 35 out of 55 games rated E for everyone "contained violence, with injuring characters rewarded or required for advancement in 33 games."

Content descriptors that accompany and explain the rating are not accurate, she said. "We consistently find that the games contain a significant amount of violence and explicit content that may be of concern to parents," Thompson said.

The rating process needs to be more transparent and based on consistent criteria, and the public needs to be informed about the entire process, she added. "We don't allow ambiguity in the ingredients on foods. Why should we be so tolerant of low quality in the ratings on media products?" Thompson asked.

The committee is considering a resolution introduced by Rep. Jim Matheson, D-Utah, that would make it illegal for retailers to distribute games rated adult-only to minors under 18 and mature rated games to those under 17. Similar legislation has been overturned in Michigan, Missouri, Indiana, Washington state, Illinois and Minnesota.

Source: Scripps Howard Foundation



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