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Content rating
View on Wikipediafrom Wikipedia
A content rating (also known as maturity rating)[1][2] rates the suitability of TV shows, movies, comic books, or video games to this primary targeted audience.[3][4][5] A content rating usually places a media source into one of a number of different categories, to show which age group is suitable to view media and entertainment. The individual categories include the stated age groups within the category, along with all ages greater than the ages of that category.
See also
[edit]Wikimedia Commons has media related to Media content ratings systems.
Film
[edit]Television
[edit]Video games
[edit]Internet
[edit]- Content-control software
- Internet Content Rating Association
- Association of Sites Advocating Child Protection – RTA "Restricted to Adults" label
- Platform for Internet Content Selection
- Internet Watch Foundation – maintains a website denylist
Comics
[edit]Music
[edit]Legal means of content regulation and prohibition
[edit]Various
[edit]- Thematic elements – for content that is not specifically covered by generic content rating systems (e.g., grief)
- Australian Classification Board
- Brazilian advisory rating system
- Federal Department for Media Harmful to Young Persons (Germany)
References
[edit]- ^ "Maturity ratings for TV shows and movies on Netflix".
- ^ "s Maturity ratings - English - Second Life Community".
- ^ "Motion Picture Association of America Film Rating System". www.mpaa.org. Retrieved 2016-02-11.
- ^ "Rating categories, content descriptors, and interactive elements from ESRB". www.esrb.org. Retrieved 2016-02-11.
- ^ "PEGI Pan European Game Information - What are these ratings?". www.pegi.info. Archived from the original on 2016-02-08. Retrieved 2016-02-11.
Content rating
View on Grokipediafrom Grokipedia
Content rating encompasses standardized classification systems applied to media such as films, television broadcasts, video games, and streaming content to assess and communicate their suitability for audiences of varying ages, factoring in descriptors for violence, sexual material, coarse language, drug use, and other elements that may warrant caution.[1][2] These voluntary, industry-led mechanisms originated in the United States during the late 1960s as self-regulatory alternatives to prior moral censorship codes, prioritizing consumer information over outright content bans to mitigate risks of governmental oversight.[3]
Prominent examples include the Motion Picture Association's (MPA) film ratings, which since 1968 have categorized content into tiers like G (general audiences), PG (parental guidance suggested), R (restricted), and NC-17 (adults only) to aid parental decision-making.[1] For video games, the Entertainment Software Rating Board (ESRB), founded in 1994 amid congressional scrutiny of violent titles, assigns labels such as E (everyone), T (teen), and M (mature) with detailed content warnings.[4][2] Television adopted the TV Parental Guidelines in 1997, incorporating similar age-based advisories alongside show-specific descriptors.[5] Globally, frameworks like the Pan European Game Information (PEGI) system, implemented in 2003, harmonize ratings across European nations for games, emphasizing age thresholds from 3 to 18 while excluding difficulty as a factor.[6]
Intended to empower families against potentially harmful material without stifling creative expression, these systems have nonetheless drawn scrutiny for inconsistencies, with research indicating that industry evaluators often assign milder ratings than independent content analyses would justify, particularly underrating depictions of intense violence or suggestive themes.[5] Critics argue this leniency deceives parents and undermines protection goals, as evidenced by studies showing discrepancies in television content where mature elements appear in programs rated for younger viewers.[7] Proponents counter that ratings serve as advisory tools rather than prescriptive barriers, fostering market-driven accountability over coercive regulation, though ongoing debates highlight tensions between artistic freedom and empirical evidence of media's influence on youth behavior.[8][5]
