Computer Entertainment Rating Organization
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The Computer Entertainment Rating Organization (Japanese: 特定非営利活動法人コンピュータエンターテインメントレーティング機構, Hepburn: Tokutei Hieiri Katsudō Hōjin Konpyūta Entāteinmento Rētingu Kikō) (CERO (セロ, Sero)) is a Japanese entertainment rating organization based in Tokyo that rates video game content in console games with levels of ratings that inform the customer of the nature of the product and what age group it is suitable for. It was established in June 2002 as a branch of Computer Entertainment Supplier's Association, and became an officially recognized nonprofit organization under Japanese law in December 2003.[1]
Key Information
CERO rating marks
[edit]On March 1, 2006, CERO implemented the latest revision of its rating system. The symbols that CERO uses are stylized Latin letters, named after academic grading, except "F" is replaced with "Z".[citation needed] Each is meant to convey a game's suitability for minors. "CERO rating marks" are grouped broadly into "age classification marks" and "other marks". Age classification marks include the following five marks. One of the marks is indicated on the left bottom of the game box front, and a corresponding color bar is also shown on the box spine. (Bar colors: black for "A"; green for "B"; blue for "C"; orange for "D"; red for "Z")
| Mark | Rating | Description |
|---|---|---|
| All Ages (全年齢対象, Zen nenrei taishō) | Expressions and content subjected to age-specific limitation are not included in the game, thereby being suitable for all ages. All games that used to be rated All go into this category. | |
| Ages 12 and up (12才以上対象, Jūnisai ijō taishō) | Expression and content suitable only to 12-year-olds and above are included in the game. All games that used to be rated 12 go into this category. | |
| Ages 15 and up (15才以上対象, Jūgosai ijō taishō) | Expression and content suitable only to 15-year-olds and above are included in the game. All games that used to be rated 15 go into this category. | |
| Ages 17 and up (17才以上対象, Jūnanasai ijō taishō) | Contains adult material. Expression and content suitable only to 17-year-olds and above are included in the game. Some games that used to be rated 18 go into this category. | |
| Ages 18 and up only (18才以上のみ対象, Jūhassai ijō nomi taishō) | Contains strong adult material. It is illegal for anyone under 18 to buy video games with this rating. Expression and content suitable only to 18-year-olds and above are included in the game. Some games that used to be rated 18 go into this category. | |
| Educational/Database (教育・データベース, Kyouiku Deetabeesu) | A special rating applied only to non-game, educational/utility software (e.g. books) released on consoles aimed to older audiences (games like this aimed to children are rated A instead). Despite having education in its name, it can still feature expressions and content that might not be suitable for minors. | |
| CERO Regulations-Compatible (規定適合, Kitei tekigō) | Applied only to trial versions of games. Titles with this rating do not have all of the expressions and content featured in the full game. | |
| Rating Scheduled (審査予定, Shinsa yotei) | The game has not been assigned its final rating. Used in trailers and advertisements for games that have not been assigned their final rating from CERO.[2] |
Content icons
[edit]In April 2004, CERO defined the following "content icons". Content icons represent that the age classification decision has been made based on the expressions belonging to one (or more) of the content icons. They are grouped into nine categories. These icons are displayed on the back of all game boxes except on those rated "A" or "Educational/Database".
| Content Icon | Description |
|---|---|
| Love | Contains expressions of romance or love. (Possibly includes kissing, hugging, dating, and other expressions of romantic desire or relations.) |
| Contains expressions of sexual relations and/or sexual activity. (Possibly includes swimwear or suggestive outfits, exposure of underwear, partial nudity, suggestive behavior, immoral thoughts, prostitution, sexual contact and/or activities, and other sexual content.) | |
| Violence | Contains violent activity. (Possibly includes fighting, bodily harm and wounding, killing, dismemberment, depiction of corpses, blood and gore, and other violent content.) |
| Horror | Contains frightful or horror elements. (Possibly includes traditional horror characters such as ghosts, zombies, vampires, or other elements of the occult, as well as moments designed to frighten. Usually used to designate games that may scare children, the Horror icon might not be found on frightening games outside of lower age ratings, even in games that fall into the horror genre.) |
| Drinking/Smoking | Contains depictions or references to the consumption of alcohol and/or cigarette or cigar smoking. |
| Gambling | Contains illegal gambling activities, either by depiction or in interactive form. |
| Crime | Contains criminal activity, either by depiction or in interactive form. (Possibly includes illegal activity, dangerous and unlawful behavior, abusive behavior, rape, organized crime, and other criminal acts.) |
| Drugs | Contains depictions or references to the use of drugs and illegal narcotics. |
| Contains profane, derogatory, or bigoted language. |
Rating process
[edit]According to Kazuya Watanabe, CERO's senior director, the group of assessors is composed of five regular people unaffiliated with the game industry. They are trained by rating past games. The rating process is determined by 30 different expressions, each with an upper limit. The expressions that exceed the upper limit are designated as "banned expressions". In addition, six expressions are not allowed and are also considered to be banned expressions. The expressions are categorized into four different types: "Sex-related expression type" (Love, Sexual Content), "Violence expression type" (Violence, Horror), "Antisocial act expression type" (Drinking/Smoking, Gambling, Crime, Drugs), and "Language and ideology-related expression type" (Language). Each expression is rated using the A to Z scale that the rating marks use. After the group evaluates the game, the results are sent to CERO's main office where the final rating attempts to use the majority of the evaluators' ratings.
Controversies and criticisms
[edit]This section needs expansion. You can help by adding missing information. (September 2011) |
One month after the initial release of Atelier Meruru: The Apprentice of Arland, shipments of it were halted due to it having been misrated.[3] It was re-released a few days later with a B rating from CERO.[4] Its A (All Ages) rating was revoked and it was given a B (Ages 12+) rating instead, due to some suggestive themes featured in the game. The game was originally rated for all ages due to Gust allegedly not providing them with the complete content of the game for them to review.
CERO has been criticized for being stricter on content in games when compared to other video game rating boards, a 2020 example being The Last of Us Part II. Despite receiving a Z (Ages 18+ only) rating, which is the maximum rating a game could receive from CERO, it was still censored with an example being the game's sexual content, where a sex scene that is featured in the game was censored.[5] In the Japanese version, the scene cuts out just a short time after both characters begin kissing, removing the nudity seen in other versions of the game. The game also received heavy censorship of its violence, as most of the gore and dismemberment seen in the game was removed in the Japanese version.[6]
The Callisto Protocol's Japanese release was canceled when the game did not receive a CERO rating due to the game's violent content, and the developer refused to make any necessary changes.[7]
In a 2015 compilation of columns that he wrote for Famitsu magazine, video game developer and Super Smash Bros. series creator Masahiro Sakurai criticized CERO for having stricter standards on sexual content than violence, citing conflicts that he had with the board over the character models for Palutena and Wonder Pink in Super Smash Bros. for Nintendo 3DS and Wii U. According to Sakurai, the game was nearly delayed due to the developers needing to constantly revise the characters' models, which CERO considered "sexually provocative" due to the possibility that players could take upskirt shots with them. Sakurai claimed that these designs were never intended to be titillating, deriding CERO's demands as "ridiculous and frankly quite juvenile."[8][9]
References
[edit]- ^ Semenov, Alexander (2025-01-31). "Age ratings in video games — an international practice — a column by REVERA". app2top.com (in Russian). Retrieved 2026-03-16.
- ^ "CERO - Ratings Wiki Guide - IGN". IGN. 28 June 2013. Retrieved 21 April 2018.
- ^ Loo, Egan (2011-07-28). "Atelier Meruru game held back in Japan due to rating". Anime News Network. Retrieved 2011-11-01.
- ^ Loo, Egan (2011-07-29). "Atelier Meruru PS3 RPG age rating changed to 12+". Anime News Network. Archived from the original on 2011-11-02. Retrieved 2011-07-31.
- ^ Cooper, Dalton (2020-06-30). "The Last of Us 2 Censors Abby Scene in Japan". Game Rant. Retrieved 2024-02-08.
- ^ "How The Last of Us Part II Was Censored in Japan". YouTube. 29 July 2020. Archived from the original on 2021-12-13.
- ^ Ramsey, Robert (27 October 2022). "The Callisto Protocol Cancels Japanese Release After Refusing to Censor Violence". Push Square. Gamer Network. Retrieved 27 October 2022.
- ^ Sakurai, Masahiro (25 June 2015). 桜井政博のゲームを遊んで思うこと2. Kadokawa. ISBN 9784047330122.
- ^ Source Gaming Team (18 September 2015). "CERO and Palutena's Censorship". Source Gaming. Retrieved 3 May 2024.
External links
[edit]Computer Entertainment Rating Organization
View on GrokipediaHistory
Establishment and Launch
The Computer Entertainment Rating Organization (CERO) was established in June 2002 as a branch of the Computer Entertainment Supplier's Association (CESA), the primary trade body representing major Japanese video game publishers and hardware manufacturers including Nintendo, Sony, and Sega.[1][3] This formation represented a self-regulatory effort by the industry to address mounting societal demands for guidance on video game content suitability, particularly for minors, amid the medium's expanding popularity in Japan during the early 2000s.[1] Influenced by precedents like the U.S. Entertainment Software Rating Board (ESRB), established in 1994 following congressional scrutiny of violent games, CERO aimed to provide independent age-based classifications without government mandate, thereby preempting potential legislative intervention while fostering consumer trust through voluntary compliance.[5] The organization's nonprofit status was formalized in December 2003 under Japan's Specified Nonprofit Activities Promotion Law, solidifying its operational independence from CESA while maintaining industry oversight.[2] CERO's rating system commenced operations on October 1, 2002, initially evaluating content for household-use video games sold in Japan, encompassing console titles and early portable variants but excluding personal computer software.[2][6] This launch enabled publishers to display standardized age symbols on packaging, offering parents and buyers clear indicators of potential risks such as violence or suggestive themes, with non-compliance risking exclusion from major retail channels.[5]Expansion and Certification
In December 2003, CERO received accreditation as a specified nonprofit corporation from the Tokyo Metropolitan Government under Japan's Act on Promotion of Specified Non-Profit Activities, which granted it legal status to operate independently from government oversight or specific industry affiliations while maintaining self-funded operations through member contributions.[3] This certification marked a pivotal step in CERO's institutionalization, enabling sustained growth without reliance on public funding and reinforcing its commitment to impartial ratings free from external pressures.[2] Post-certification, CERO broadened its evaluation criteria to include downloadable content and hidden commands in video games, responding to the proliferation of digital distribution models that allowed post-release expansions potentially altering a title's overall maturity level.[2] By the mid-2000s, the organization had adapted its processes to handle submissions for emerging platforms, ensuring ratings reflected evolving game delivery methods such as online updates, though primarily focused on console and household video games.[2] A significant milestone in this expansion occurred on March 1, 2006, when CERO revised its classification system to introduce the Z rating for content deemed suitable only for individuals aged 18 and older, targeting titles with extreme depictions of violence, sexual content, or other elements warranting stricter age restrictions; this addressed the influx of more graphically intense games entering the market.[2] Concurrently, CERO emphasized rigorous rater training, selecting evaluators from diverse age demographics with no ties to the game industry to promote objective, multifaceted reviews.[2]Organizational Structure
Governance and Independence
The Computer Entertainment Rating Organization (CERO) functions as a specified nonprofit corporation, certified by the Tokyo Metropolitan Government on November 25, 2003, which formalizes its separation from governmental oversight and enables self-directed operations focused on impartial content evaluation.[7] This nonprofit designation, combined with its establishment outside direct industry or state control, positions CERO to prioritize rating integrity over commercial or political influences, as it explicitly operates independently of any specific corporation, group, or public funding mechanism.[8][3] Governance is overseen by a board of directors that includes non-industry experts to safeguard objectivity, such as chairperson Jiro Shimada, a former Chief Justice of Japan's Supreme Court, alongside academics like Hiroko Goto, a professor of law at Chiba University, and Akira Sakamoto, a professor of human sciences at Ochanomizu University, who bring perspectives from legal, psychological, and educational fields.[7][9] Additional roles, including auditors and legal advisors, further reinforce this framework by incorporating independent professionals such as tax accountant Kiyaki Kasahara and attorney Makoto Matsuo.[9] CERO's funding relies exclusively on fees from game publishers, including an initial membership enrollment of 200,000 yen for regular members, annual membership dues, and platform-specific rating fees of 20,000 yen per submission for members (or 60,000 yen for non-members), ensuring diversified revenue without vulnerability to any single publisher or external subsidy.[10][11] This model supports operational autonomy and transparency, with public dissemination of rating criteria and processes via official guidelines, while the private nonprofit structure minimizes exposure to regulatory or ideological pressures that could affect judgment.[2][8]Operational Scope
The Computer Entertainment Rating Organization (CERO) applies its ratings to computer and video games intended for household use and sold within the Japanese market, encompassing console, personal computer, and cellular phone-based titles. This includes not only primary game products but also expansion content such as downloadable scenarios, additional characters, or other supplementary materials distributed domestically.[2][6] Publishers and developers submit these products voluntarily for evaluation, focusing CERO's oversight on content released through official Japanese channels to facilitate informed purchasing decisions by consumers, particularly parents guiding children's selections.[2] CERO's objectives center on delivering age-based advisories derived from assessments of visual depictions, linguistic elements, and thematic content, without imposing outright prohibitions or censorship on creative expression. Established as a self-regulatory mechanism by the Japanese game industry, the system prioritizes youth protection through transparent guidance rather than restrictive mandates, allowing developers latitude in content creation while enabling retailers and families to gauge suitability.[2][6] Ratings thus serve as informational tools to promote responsible consumption, reflecting a balance between industry autonomy and societal safeguards against potentially harmful material.[1] Operational limitations confine CERO's authority to Japanese-market releases, excluding foreign imports, unlicensed software, and versions tailored for international distribution that bypass domestic submission processes. Online-only services or games not packaged for household sale in Japan fall outside routine rating jurisdiction, preserving developer flexibility for global adaptations and non-physical formats.[2] This scoped approach avoids overreach into extraterritorial or unregulated domains, concentrating resources on verifiable domestic offerings to maintain rating efficacy without broader enforcement ambitions.[6]Rating Categories
Age-Based Classifications
The Computer Entertainment Rating Organization (CERO) utilizes a letter-based scale to classify video games by recommended minimum age, evaluating the overall impact of content elements like violence, sexual themes, language, and horror on player suitability. This system establishes progressive thresholds for content intensity, where lower ratings permit only minimal stimuli unlikely to provoke undue fear or confusion in young children, while higher ratings accommodate more realistic or graphic depictions that presuppose greater emotional resilience and cognitive discernment typically developing in adolescence. Introduced in 2002 and revised in 2006 to include the Z category, the scale prioritizes consumer awareness over censorship, with ratings determined by review of submitted gameplay footage encompassing peak content intensity.[2][12] A (All Ages) applies to titles devoid of age-restrictive expressions, ensuring no depictions of violence, sexuality, or antisocial behavior that could induce psychological discomfort or undermine human dignity for even the youngest players. Such games feature at most innocuous, cartoonish conflicts or educational themes, aligning with content tolerable for preschoolers based on limited exposure to real-world stressors. Over 40% of CERO-rated titles historically receive this classification, reflecting Japan's emphasis on broad accessibility for interactive media.[2] B (Ages 12 and Up) denotes games with moderate content, including fantasy violence, mild language, or subtle romantic elements, deemed appropriate for preteens capable of distinguishing fiction from reality but potentially overwhelming for those under 12 due to heightened suggestibility. Criteria limit realism in harm portrayal to avoid desensitization, with examples encompassing action-adventure titles where conflicts resolve non-graphically.[13] C (Ages 15 and Up) permits stronger thematic elements, such as realistic violence, implied sexual content, or tense horror, suitable for mid-teens whose abstract reasoning mitigates identification with on-screen aggression, though still restricted to prevent normalization of risky behaviors in impressionable youth. This level often involves contextualized depictions, like wartime simulations, where causality and consequences are evident.[2] D (Ages 17 and Up) is for intense material requiring near-adult maturity, featuring graphic violence, explicit sensuality, or moral ambiguity that could exacerbate impulsivity or distorted views in younger adolescents lacking fully developed prefrontal cortex functions for impulse control. Content here emphasizes visceral impacts, such as blood or injury details, but stops short of extremes warranting outright prohibition.[14] Z (Ages 18 and Up Only) reserves for extreme portrayals exceeding D thresholds, including prolonged graphic sex, torture, or nihilistic themes barring minors entirely and frequently invoking Japan's Youth Healthy Development Ordinance for additional retail curbs, as such content risks profound desensitization or behavioral mimicry absent adult perspective. Introduced March 1, 2006, this rating mandates separate packaging and has been applied to fewer than 1% of submissions, underscoring its role in isolating patently adult-oriented simulations.[14][12]Content Descriptors and Icons
CERO employs supplementary content icons to denote specific thematic elements or hazards within rated games, complementing the primary age-based classifications by offering parents and consumers granular warnings about potential sensitivities. These icons, introduced in April 2004, appear on the reverse side of game packaging (excluding titles rated A for all ages, which typically feature none) and visually represent factors that contributed to the overall rating decision without imposing content alterations on developers.[2][15] The icons facilitate rapid identification of risks, such as depictions of violence or profanity, enabling informed purchasing choices based on individual tolerances rather than solely age thresholds.[6] The descriptors cover nine primary categories, each symbolized by a distinct icon designed for immediate recognition:- Love/Romance: Indicates romantic interactions or dating elements, often involving affection or relationships.[16]
- Sexual Content: Represents nudity, suggestive attire, or sexual activities, including exposure of intimate areas or implied relations.[17]
- Violence: Depicts physical harm, blood, gore, or combat, with the icon typically featuring a red sword motif to signal aggressive content.[16]
- Horror/Fear: Highlights elements inducing fright, such as supernatural threats or psychological tension.
- Tobacco/Alcohol: Shows consumption or portrayal of smoking, drinking, or related substances.[16]
- Gambling: Involves betting mechanics, casino simulations, or chance-based risks.[17]
- Crime: Portrays illegal acts like theft, organized delinquency, or antisocial behavior.
- Drug Use: Features misuse of narcotics or addictive substances beyond tobacco/alcohol.[17]
- Bad Language: Includes profanity, vulgar speech, or offensive terminology.