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Rating Electronic Games: Violence Is in the Eye of the Beholder

NCJ Number
178360
Journal
Youth and Society Volume: 30 Issue: 3 Dated: March 1999 Pages: 283-312
Author(s)
Jeanne B. Funk; Geysa Flores; Debra D. Buchman; Julie N. Germann
Date Published
1999
Length
30 pages
Annotation
This descriptive study examines whether commercial ratings of popular electronic games reflect consumer perceptions of violence in those games.
Abstract
Following a review of the goal of rating systems, the evolution of media ratings, priorities in media ratings, and violence in electronic games, this article describes the methodology and findings of the study. As part of a larger study conducted in 1995 shortly after electronic game ratings debuted, 201 fourth graders were asked to list up to three favorite video or computer games and then categorize these games by using the descriptions provided. In 1996 the list of games generated by the fourth graders was categorized by 145 college students in two introductory university Developmental Psychology classes. In early 1997 adult parents who were attending a regular parent group meeting at a Catholic elementary school, along with 52 sixth graders from the same school system as the fourth graders, also categorized the same list of games. The comparison of the commercial ratings for the games with consumer perceptions of game content shows that for games with obviously nonviolent or very violent content, there was agreement between consumers and the commercial rating system; however, there was considerable disagreement about notable violent content in games with cartoon- type violence. Recommendations include incorporating consumer perceptions into a comprehensive, content-based, informational rating system for all entertainment media. 11 tables and 44 references