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Modern Games and Technology Challenging ESRB's Effectiveness

The Entertainment Software Rating Board has been around for 15 years now, overcoming an ineffective start and a host of controversial events to become a fairly well-respected ratings agency. However, as this article at The Escapist points out, the world of video games is changing, and the ESRB does not seem to be adapting along with it. "The most pressing problem is the ESRB's reluctance to address online interactions. Seeing as we're moving more and more toward online and internet-enabled games, this inevitably limits the ESRB's authority as a ratings board. Although the ESRB rates the submitted developer content within online games, these ratings are always qualified by an important disclaimer: 'Online Interactions Not Rated by the ESRB.' To date, this has meant that the rating given to the designed game content doesn't cover chat and other forms of player-to-player communication. That's unfortunate, because the ESRB's intimate relationship with the game industry could provide it with a unique vantage point from which to evaluate aspects of online games that are beyond the purview of other would-be raters, including the quality of the game's moderation system, programmed restrictions on chat and known player demographics."

2 of 136 comments (clear)

  1. I have my doubts by dFaust · · Score: 2, Informative

    including the quality of the game's moderation system, programmed restrictions on chat and known player demographics.

    As someone who works on a large website targeted towards children which has both chat and UGC with various systems around who you can communicate with, whitelists, moderation, etc. this seems very unlikely to prove useful. Our weekly lists of banned phrases show just how creative people can be with regular, every day words and their ability to use them in ways which while using no established slang still very clearly come across as harassing/derogatory/sexual, etc - and as noted, the demographics here are young children (hence I don't think there's much value in "known player demographics"). I think the only way they could truly rate a game with real-time interaction with other players is based on what types of interactions you can have (which could still be tricky).

    For instance - an online game of chess with no communication system, just the ability to make moves... probably pretty safe (though I'm sure someone will find a way to get creative with a horse and a queen). Whereas a game where you can run around and have the ability to duck - well, someone's gonna get tea bagged. But it all seems of limited usefulness, because very quickly you get to the point with your interactions where all bets are off - you'll end up with a very small segment of "safe" games with everything else being "at your own risk." Parents, et al are probably better off considering any game with online play "at your own risk."

  2. Re:I don't see why this is a problem by BikeHelmet · · Score: 4, Informative

    Right, but some games are like walking into a strip bar, rather than going outside.

    Left 4 Dead.
    -Odds of encountering at least 1 hacker per day: 100%
    -Odds of someone calling you a homo cheating faggot fuckhead: 50%
    -Odds of people ragequitting if you beat them just one round: 25%
    -Odds of someone joining mid-game and unloading bullets into you until you kick them: 12.5%

    Okay, I made those percentages up, but it's still a pretty hostile environment. :P Quite different from say... an MMO like Champions Online.