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Friday, January 13, 2006
 
My Rant Is Printed
The Deseret Morning News published my rant, apparently. I can't see the print version since I'm down in Cedar City this morning, but I'll be back tomorrow. They trimmed it down a little bit, but they do have it online here:

http://deseretnews.com/dn/view/0,1249,635175840,00.html

Kudos to Deseret News for printing it, at least.

The full text of what I submitted is as follows:


Videogames burst onto the public scene in the mid 1970s with blocky graphics and intense action that mainly appealed to young men under the age of 16. Times have changed, those early gamers have grown up, and the gaming market has matured. Regrettably, much of the industry and public understanding have been slow to keep pace with these changes, as evidenced by the Opinion article on January 8th.

According to the Entertainment Software Association, the average videogame
player is 30 years old, and the average videogame purchaser is 37. Only 5%
of computer game purchasers are under 18. The adult female gamers (age 18+)
outnumber the young male gamers (age 6-17) by 4 to 3! The fastest growing
segment of the videogame industry is, in fact, women in their late 30’s and
older playing “casual” games, such as matching games and solitaire.

Obviously, videogames haven't been "kid's stuff" for quite some
time. But that hasn’t stopped them from being labeled as such to be used
as a convenient scapegoat for society’s ills by anyone with a need to add more
“family values” padding to their bullet-point list of accomplishments.

Based on public demand, the videogame industry has already adopted
a voluntary rating system (modeled after the MPAA’s movie ratings system).
Despite Representative Jim Matheson's recent ill-informed assertions to the
contrary, major game retailers - including Wal*Mart, the single largest seller
of new videogames in the U.S. - have already made age validation for "M"-rated
games standard company policy. These retailers often have no such policy against
selling other “mature” media to minors – videogames are getting special
treatment and scrutiny. If retailers are already voluntarily adhering to the
ratings system, why should we throw additional tax dollars to accomplish the
same thing?

The ESRB rating system is a private ratings board,
which the government should not turn into an effective lawmaking body. Beyond
that, it is a flawed system, a fact made noteworthy in the media last summer
with the “Hot Coffee” scandal. By giving this private ratings system the gravity
of federal law, this would make any attempt to move to a more reliable or
informative ratings system in the future nearly impossible.

There
are more downsides. There is a rapidly growing "independent" game development
segment of the industry. These makers of these games are usually small
business owners often operating out of their garage or college dorm room. Their
budgets are far, far below that of their mainstream, “triple-A” cousins that are
advertised on TV, and usually do not allow them the significant expense of
obtaining an ESRB rating. These games include small, non-violent “casual” games,
as well as religious, educational, experimental, and “family-friendly” titles.
Forcing them to ante-up with the deep-pocketed big publishers for ratings would
run most of these small, struggling companies out of business. It would also
greatly increase the ESRB’s ratings load each year, potentially causing greater
cost and decreased quality and reliability of their ratings.

Most importantly, the proposed federal enforcement of ratings
compliance fails in its aim to protect children. Many surveys demonstrate that
parents are buying age-inappropriate games for their children – either by an
informed judgment call, or in ignorance of the posted ratings. Children also
trade, borrow, re-sell, and even (unfortunately) pirate videogames from many
vectors outside of domestic retail and rental channels. Console manufacturers
have already announced plans for future consoles to add a parental lock-out
control, thus solving the problem where it should be solved: in the home. The
push for federal mandate of ratings is really just a race to see whether the
politicians can get their expensive paper victory before technology solves its
own problem.


THAT version is trimmed down a bit from what I first wrote after reading the editorial Sunday. I had several additional points that were less valuable to the argument (and made it less likely to be printed). Mainly I tried to say three things:

#1 - Videogames aren't any more for children than television or movies or books are for children - more adults play games than kids, so quit pretending that these games are being marketed to 8-year-olds.

#2 - Federal (or State) mandation of ESRB ratings, and enforcement at the retail level (especially Matheson's attempt to do it on the Internet as well) has LOTS of unintended consequences that will hurt the industry as a whole (and our industry is struggling already in the U.S., in spite of appearances of the mega-publishing giants).

#3 - Making the ESRB ratings part of federal (or state) law at the sales channel will not achieve the goal of protecting children from inappropriate material in the first place.

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Comments:
Nice little response in the Desert News to last weeks rant as well:

http://deseretnews.com/dn/view/0,1249,635175892,00.html

I was offended by the same characterization of videogamers as something that alluded to scenes from an opium den. WAKE UP AND SMELL SOME REALITY PEOPLE!!! Characterizing "Video Game Players" is about like characterizing "People who watch TV" or "People who read books." The demographics aren't far off people --- Television execs are blaming videogames for the overall drop in ratings ("Gee, we're pedelling the same CRAP we always have, and that never stopped people from watching it before...")

Ah, well. Glad some other people are slowly taking a stand.
 
Congratulations on your article! As a gamer-parent, I imagine that you have an uncommon perspective on the situation. I'd think that, to the layman, the most compelling aspect of your argument is that there exists a workable model for a self-regulated games industry in the MPAA ratings system. I hope that, in the future, parents feel as comfortable about E, T, M, and A as they do about the MPAA ratings.

This post brought to you by the letters G, R, and X, and the number 17.
 
I am sure I have an uncommon perspective on the situation.

A few years ago, my daughter was playing too much of a particular videogame -- playing it when she should have been doing chores or homework. But it was one of MY games (alas, one that sucked) - the Animorphs game for the Playstation (I can only say that I was only on that project for a few months and had NOTHING to do with the design). I was both concerned and flattered. Not many people have that kind of problem :)

The problem is the politicians aren't content with waiting for self-regulation to "take hold." After all, the MPAA rating system has been around (with a couple of permutations) for pushing 40 years now (it's older than ME), and the ESRB rating system has only been around for 10 (and hasn't really gained widespread use, publicity, or self-enforcement until just the last 5 years). Yet somehow it's supposed to be understood, followed, and enforced even BETTER than the MPAA rating system?

It's only in the last few years that they started cracking down (and again, that was SELF-ENFORCED, not government-regulated) on letting minors into rated R movies without an adult. When I was 14-16, movie theaters never bothered carding ANYBODY who wanted to see a rated "R" movie. So ESRB enforcement is progressing MUCH faster than MPAA enforcement.

But hey, politicians don't get much credit for being "protectors of family values" if they allow the industry to police itself.
 
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