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Entertainment Software Rating Board
Entertainment Software Rating Board
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The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in Canada, the United States, and Mexico. The ESRB was established in 1994 by the Entertainment Software Association (ESA), formerly the Interactive Digital Software Association (IDSA), in response to criticism of controversial video games with excessively violent or sexual content, particularly after the 1993 congressional hearings following the releases of Mortal Kombat and Night Trap for home consoles and Doom for home computers. The industry, pressured with potential government oversight of video game ratings from these hearings, established both the IDSA and the ESRB within it to create a voluntary rating system based on the Motion Picture Association film rating system with additional considerations for video game interactivity.

Key Information

The board assigns ratings to games based on their content, using judgment similar to the motion picture rating systems used in many countries, using a combination of six age-based levels intended to aid consumers in determining a game's content and suitability, along with a system of "content descriptors" which detail specific types of content present in a particular game. More recently, the ratings also include descriptors for games with online interactivity or in-game monetization. The ratings are determined by a combination of material provided by the game's publisher in both questionnaires and video footage of the game, and a review of this material by a panel of reviewers who assign it a rating. The ratings are designed towards parents so they can make informed decisions about purchasing games for their children. Once a game is rated, the ESRB maintains a code of ethics for the advertising and promotion of video games—ensuring that marketing materials for games are targeted to appropriate audiences.

The ESRB rating system is enforced via the voluntary leverage of the video game and retail industries in the subscribing countries for physical releases; most stores require customers to present photo identification when purchasing games carrying the ESRB's highest age ratings, and do not stock games which have not been rated. Additionally, major console manufacturers will not license games for their systems unless they carry ESRB ratings, while console manufacturers and most stores will refuse to stock games that the ESRB has rated as being appropriate for adults only. More recently, the ESRB began offering a system to automatically assign ratings for digitally-distributed games and mobile apps, which utilizes a survey answered by the product's publisher as opposed to a manual assessment by ESRB staff, allowing online storefronts to filter and restrict titles based on the ESRB. Through the International Age Rating Coalition (IARC), this method can generate equivalent ratings for other territories. Alongside its game rating operation, the ESRB also provides certification services for online privacy on websites and mobile apps. There have been attempts to pass federal and state laws to force retailers into compliance with the ESRB, but the 2011 Supreme Court case Brown v. Entertainment Merchants Association ruled that video games are protected speech, and such laws are therefore unconstitutional.

Due to the level of consumer and retail awareness of the rating system, along with the organization's efforts to ensure that retailers comply with the rating system and that publishers comply with its marketing code, the ESRB has considered its system to be effective, and was praised by the Federal Trade Commission for being the "strongest" self-regulatory organization in the entertainment sector. Despite its positive reception, the ESRB has still faced criticism from politicians and other watchdog groups for the structure of its operations, particularly after a sexually-explicit minigame was found within 2004 game Grand Theft Auto: San Andreaswhich was inaccessible from the game but could be accessed using a user-created modification.

The ESRB has been accused of having a conflict of interest because of its vested interest in the video game industry, and that it does not rate certain games, such as the Grand Theft Auto series, harshly enough for their violent or sexual content in order to protect their commercial viability. Contrarily, other critics have argued that, at the same time, the ESRB rates certain games too strongly for their content, and that its influence has stifled the viability of adult-oriented video games due to the board's restrictions on how they are marketed and sold.

History

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Background

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Video games with objectionable content date back as far as 1976; the arcade game Death Race required users to run over "gremlins" with a vehicle and avoid the gravestones they leave behind. Although its graphics were relatively primitive, the game's overall theme and the sound effects made when gremlins were killed were considered disturbing by players, prompting media attention.[1] A developer known as Mystique became known for making sexually explicit adult video games for the Atari 2600 console, but garnered the most attention with its controversial 1982 game Custer's Revenge, which infamously featured a crude simulation of the rape of a Native American woman. Atari received numerous complaints about the game, and responded by trying to sue the game's makers.[2][3]

A 1983 industry crash, caused by the market being overrun with low-quality products, prompted a higher degree of regulation by future console manufacturers: when the Nintendo Entertainment System (NES) was launched in the United States in 1985, Nintendo of America instituted requirements and restrictions on third-party developers, including the requirement for all games to be licensed by the company. The console itself also included a lockout chip to enforce this requirement and prevent the console from loading unlicensed games. Such leverage on developers has since become a standard practice among console makers, although Nintendo of America also had stringent content policies, frequently censoring blood, sexual content, and references to religion, tobacco and alcohol from games released on its consoles in the United States.[4][5]

When asked in 1987 about the suitability of a film-like rating system for video games, a representative of the Software Publishers Association said that "Adult computer software is nothing to worry about. It's not an issue that the government wants to spend any time with ... They just got done with a big witchhunt in the music recording industry, and they got absolutely nowhere". The association did recommend voluntary warnings for games like Leisure Suit Larry in the Land of the Lounge Lizards (1987).[6]

Formation and early years

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Video games' progression into the 1990s brought dramatic increases in graphics and sound capabilities, and the ability to use full-motion video (FMV) content in games. In the United States Senate, Democratic Senators Joe Lieberman of Connecticut and Herb Kohl of Wisconsin led hearings on video game violence and the corruption of society which began in 1993. Two games of this era were specifically cited in the hearings for their content; the fighting game Mortal Kombat featured realistic, digitized sprites of live-action actors, blood, and the ability to use violent "fatality" moves to defeat opponents, while Night Trap featured 90 minutes of FMV content, with scenes that were considered to be sexually suggestive and exploitive.[1][7] Both Nintendo and Sega had differing views on objectionable content in video games; a port of Mortal Kombat for the Super NES was censored to remove the game's overly violent content, whereas the port for Sega consoles retained much of this content, which helped increase sales.[4][8] In May 1993, British censors banned Night Trap from being sold to children under 15 years old in the United Kingdom, which was an influence on Sega's decision to create an age rating system.[9]

At the time of the 1993 hearings, there was no industry-wide standard in place for rating video games, which was a point of contention at the hearings.[10] Sega had implemented its own voluntary ratings system, the Videogame Rating Council (VRC), largely to rate games released for its own consoles, which Nintendo largely disputed.[11] The 3DO Interactive Multiplayer platform had its own age ratings voluntarily determined by game publishers,[12] and the Recreational Software Advisory Council (RSAC) was formed for rating PC games, which used a system that rated the intensity of specific classes of objectionable content, but did not use age recommendations. However, Lieberman did not believe that these systems were sufficient, and in February 1994, threatened to propose the creation of a federal commission for regulating and rating video games.[7] Stores like Toys "R" Us refused to sell titles they deemed were too violent for children following the hearings.[13]

With the threat of federal regulations, a group of major video game developers and publishers, including Acclaim Entertainment and Electronic Arts along with Nintendo and Sega, formed a political trade group known as the Interactive Digital Software Association in April 1994, with a goal to create a self-regulatory framework for assessing and rating video games. While Sega had proposed that the industry use its VRC rating system, Nintendo representatives objected to the idea because they did not want to associate themselves with the work of their main competitor; instead, a vendor-neutral rating system known as the Entertainment Software Rating Board (ESRB) was developed. The formation of the ESRB was officially announced to Congress on July 29, 1994. The ESRB was officially launched on September 16, 1994; its system consisted of five age-based ratings; "Early Childhood", "Kids to Adults" (later renamed "Everyone" in 1998), "Teen", "Mature", and "Adults Only". The ESRB was the first rating system to also use "descriptors" with brief explanations of the content contained in a game, as the ESRB found that parents wanted to have knowledge of this type of content before they purchased games for their children.[11][14][10]

The U.S. arcade gaming industry did not adopt the ESRB system, with the American Amusement Machine Association (AAMA) having cited "fundamental differences between the coin-operated and consumer segments of the video game industry" as reasoning. The AAMA, the Amusement & Music Operators Association, and the International Association for the Leisure and Entertainment Industry, adopted their own three-tier "Parental Advisory System" in 1994, which uses three color-coded levels of content intensity (designated by green, yellow, and red stickers affixed to arcade cabinet artwork).[15][16]

Expansion and recent developments

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Alongside its efforts to classify video games, the ESRB also formed a division known as Entertainment Software Rating Board Interactive (ESRBi), which rated internet content using a similar system to its video game ratings. ESRBi also notably partnered with the internet service provider America Online to integrate these ratings into its existing parental controls.[7][17][18] ESRBi was discontinued in 2003.[19]

In 2002, Dr. Arthur Pober, the original president of the ESRB, stepped down so he could focus on academics. In November 2002, he was formally replaced by Patricia Vance, who formerly worked for The Princeton Review and The Walt Disney Company.[20][21] In March 2005, the ESRB introduced a new rating, "Everyone 10+", designating games with content of a relatively higher impact than those of games rated "Everyone", but still not high enough to garner a "Teen" rating.[22][23] The first game to receive this rating was Donkey Kong Jungle Beat.[24]

In response to the growth of smartphone use, in November 2011, CTIA, a group of major U.S. companies representing the wireless industry, and ESRB announced the co-development of a free, voluntary ratings process for mobile app stores. The system uses ESRB's icons and content descriptors, along with four additional "Interactive Elements" ("Digital Purchases", "Shares Info," "Shares Location," and "Users Interact") to inform users of an app's behavior in regards to data collection and interactions with others. Verizon Wireless and T-Mobile US were among the first to implement the system for their own application storefronts, and Microsoft's Windows Phone Marketplace already supported ESRB ratings upon its introduction.[25][26][27] ESRB president Patricia Vance explained that the partnership was intended to help broaden the ESRB's reach into the mobile market, and that "consumers, especially parents, benefit from having a consistently applied set of ratings for games rather than a fragmented array of different systems."[28]

In November 2012, the ESRB and other video game ratings boards, including PEGI, the Australian Classification Board, and USK among others, established a consortium known as the International Age Rating Coalition (IARC). The group sought to design an online, questionnaire-based rating process for digitally-distributed video games that could generate ratings for multiple video game ratings organizations at once. The resulting ratings information is tied to a unique code, which can then be used by online storefronts to display the corresponding rating for the user's region.[29][30] The three major console makers, Microsoft, Sony, and Nintendo have all committed to supporting IARC for their digital storefronts, including ESRB ratings for North American markets.[31] Google Play Store was updated in March 2015 to adopt and display ESRB ratings for apps in North America through IARC.[32] Windows Store also implemented IARC in January 2016.[33] Apple's App Store still uses its own generic age rating system and does not use the ESRB or IARC systems.[25][34]

Rating process

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While the ESRB formally operates within the ESA, they operate independently of the trade group to assess and apply industry-wide standards for video games. The ESRB operates out of offices in New York City.[10]

To obtain a rating for a game, a publisher submits a detailed questionnaire (a "Long Form") that describes the graphic and extreme content found in the game to the ESRB, along with a video (VHS, DVD, video file, or other means) that demonstrates this content which can include gameplay footage and in-game cutscenes. This information includes the game's context, storyline, gameplay mechanics, reward system, unlockable and otherwise "hidden" content, and other elements that may affect its rating; the ESRB seeks to have enough information on context of the extreme content to be able to judge its appropriateness.[10] The video game publisher may also provide printed copies of the game's script and lyrics from songs in the game. The publisher also pays an upfront fee for obtaining the ESRB rating.[10]

After the information is reviewed for completeness and appropriateness by ESRB staff, the material is sent to at least three different raters, who are treated anonymously and prevented from talking directly with the publishers through the ESRB offices.[10] Raters represent various demographics, including parents, along with casual and "hardcore" gamers. Raters were formerly hired on a part-time basis, but in 2007, ESRB transitioned to a team of seven full-time raters, who all live in the New York City area.[5][35][36][37][38][39] The raters discuss what the most appropriate and "helpful" rating for the game would be, based on the footage and details provided. Most ESRB reviews at this stage take on the order of 45 minutes, though some cases based on material provided by publisher or by the type of game have taken up to four hours over multiple days to complete.[10] One rater is designated as the lead for each game reviewed. The lead rater writes up the report and conclusions of the process, and works with other ESRB staff members to do a parity analysis to make sure the assigned ratings align with ratings from similar games in the past. Overall, between the raters' discussion and final reporting, the process takes about a week to complete.[10]

At times during the internal review, the raters may find inconsistencies between the details on the Long Form and in the video footage. Should these occur, the ESRB contacts the publisher to ask for clarification of these matters, typically which are then resolved quickly. In some cases, the omission of certain material on the Long Form or in the footage may be significant. For any publisher, the ESRB gives them a number of warnings of such omissions which help the publisher to better prepare future submissions, but should a publisher make such omissions multiple times, the ESRB will fine them for subsequent infractions.[10]

The publisher receives this final report of what rating the game will carry. According to the ESRB, most publishers have a good expectation of what they will be assigned and do not challenge what they are given.[10] However, if a publisher does not agree with the rating that they were assigned, they may ask questions about why a rating was given and work back and forth with the ESRB to adjust it. Alternatively, the publisher may edit the game and submit the revised version for a new rating, which restarts the process. In such cases, the ESRB does not inform the publisher of what content must be changed or removed to change the rating, but only which content triggered certain rating elements, leaving the choice to the publisher to resolve.[10] For example, an initial cut of The Punisher was given an AO rating due to the extremely violent nature of certain scenes contained within the game. To lessen their impact, the developer changed these scenes to be rendered in black and white: the revised cut of the game was re-submitted, and received the M rating.[40] There is also an appeals process, but as of 2007, it has never been used.[37]

When the game is ready for release, the publisher sends copies of the final version of the game to the ESRB, who reviews the game's packaging, and a random number of games they receive are play tested for a more thorough review, typically for up to four hours.[10] Penalties apply to publishers who misrepresent the content of their games, including the potential for fines up to US $1 million and a product recall to reprint proper labels, if deemed necessary.[5][39][10] With newer games often having large content patches at release as well as downloadable content, season passes, and other games as a service updates, the ESRB will flag these games in their system and periodically check on the new content to make sure it remains within the established rating.[10]

The ESRB typically posts rating information for new titles on its website 30 days after the rating process is complete; in 2008, in response to incidents where this practice inadvertently leaked information about games that had not yet been announced, the ESRB began to allow publishers to place embargoes on the release of ratings information until a game is officially announced.[41]

Associated media review

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Besides evaluating games, the ESRB also oversees the marketing and advertising materials released for games that have undergone the ESRB rating process or in progress. This includes making sure that such material includes the given ESRB rating, and that the marketing has been tailored appropriately to its target audience, particularly for television spots.[10] The ESRB provides guidance for what type of content is reasonable for certain types of games, what type of content may be inappropriately gratuitous, and the presentation of the ESRB rating within the work.[10] The ESRB will go back and forth with publishers when there is objectionable elements within the marketing to correct these issues.[10]

Shortened processes

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In April 2011, the ESRB introduced its Short Form, a free, streamlined, automated process for assigning ratings for console downloadable games as a way to address the rapidly growing volume of digitally-delivered games. Rather than having raters review each product (the Long Form), publishers of these games complete a series of multiple-choice questions that address content across relevant categories, including violence, sexual content, language, etc. The responses automatically determine the game's rating category and content descriptors. Games rated via this process may be tested post-release to ensure that content was properly disclosed. The survey-based method is also used in the ESRB/CTIA and IARC rating programs for mobile apps.[26][32][42] The ESRB phased out the Short Form for digital-only games, instead directing those developers and publishers to use the similar free questionnaire-driven IARC program, which was being adopted beyond mobile app stores, including the Nintendo eShop and PlayStation Store, as a requirement for posting, and which automatically are accepted by several national-level rating boards, including the ESRB.[43]

In response to concerns from Sony on the growing number of indie game titles that were receiving physical releases alongside retail ones, the ESRB began instituting new rules around August 2017 that any retail product was mandated to undergo the standard Long Form review for the game, disallowing the use of the Short Form for such titles. Alongside this, ESRB introduced a "value tier" for the Long Form review process for games developed at lower budgets (under $1 million), with a cost of $3000 for obtaining the retail rating. This decision has impacted the choice of several boutique indie game publishers, who have either cancelled plans for retail versions or had to stop selling retail versions to comply with the new ESRB rules.[44]

Ratings

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A typical ESRB rating label, listing the rating and specific content descriptors for Rabbids Go Home

ESRB ratings are primarily identified through icons, which are displayed on the packaging and promotional materials for a game. Each icon contains a stylized alphabetical letter representing the rating. A full label, containing both "content descriptors" and rating, are typically displayed on the back of a game's packaging.[22]

Games that provide post-release downloadable content must ensure that the new content remains consistent with the original ESRB rating; otherwise the ESRB requires that the original game be re-evaluated and remarked with the more appropriate rating in considering this new content.[45][46]

The original design of the ESRB icon

The appearance of the ratings icons themselves have been updated several times; originally carrying a stylized, pixelated look, they were first updated in late 1999 to carry a cleaner appearance. In August 2013, the rating icons were streamlined again; the textual name of the rating became black text on white, the "content rated by" tagline was removed, and registered trademark symbols were moved to the bottom-right corner. The changes were intended to increase the icons' clarity at smaller sizes (such as on mobile devices), reflecting the growth in the digital distribution of video games.[28]

Icon Rating Years active Description
Rating Pending (RP) 1994–present[19] This symbol is used in promotional materials for games which have not yet been assigned a final rating by the ESRB.[22][47]
Rating Pending – Likely Mature 17+ (RP) 2021–present[19] This symbol is used in promotional materials for games which have not yet been assigned a final rating by the ESRB, but are anticipated to carry a "Mature" rating based on their content.[47]
Everyone (E) 1994–1998 (as K-A)[19]
1998–present (as E)[19]
Games with this rating contain content that the ESRB believes is suitable for all ages,[47] including minimal cartoon, fantasy, or mild violence, and infrequent use of profane language.[22][47] This rating was initially known as Kids to Adults (K-A) until 1998, due to trademark issues preventing the use of an "E" icon.[48][19] Prior to 2018, the ESRB had a suggested recommendation of ages 6 and above for the E rating.[49]
Everyone 10+ (E10+) 2005–present[19] Games with this rating contain content that the ESRB believes is suitable for ages 10 and over, including a larger amount of cartoon, fantasy, or mild violence than the "E" rating can accommodate, mild to moderate use of profane language, and minimal suggestive themes.[22][47]
Teen (T) 1994–present[19] Games with this rating contain content that the ESRB believes is suitable for ages 13 and over, including aggressive depictions of violence with minimal blood, moderate suggestive themes, crude humor, and stronger use of profane language.[22][47]
Mature 17+ (M) 1994–present[19] Games with this rating contain content that the ESRB believes is suitable for ages 17 and over, including intense and/or realistic depictions of violence, blood and gore, sexual content, and frequent use of profane and vulgar language.[22][47]
Adults Only 18+ (AO) 1994–present[19]

Games with this rating contain content that the ESRB believes is suitable for ages 18 and over; the majority of AO-rated titles are adult video games with graphic sexual content. There have been isolated cases of games receiving the rating for other reasons, including high-impact violence, and allowing players to gamble using real money.[22][37][40][47][50][51] The latter also includes games that utilize blockchain technology to distribute virtual goods with real-world value.[52]

Retired ratings

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Icon Rating Years active Description
Early Childhood (EC) 1994–2018[19][53] This rating denoted content which is aimed towards a preschool audience. Games with the rating do not contain content that parents would find objectionable to this audience.[22][47] The EC rating was retired in 2018 due to underuse; such content today would receive an E rating.[53]

Content descriptors

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In addition to the main age-based ratings, ESRB ratings also incorporate one or more of 31 "content descriptors", which provide detailed information about the specific types and levels of objectionable content contained in a game, including categories covering different levels of violence, language, sexual content, nudity, use of alcoholic beverages, tobacco products and drugs, crude and mature humor, or gambling.[22] When a descriptor is preceded by the term "Mild", it is intended to convey low frequency (unless the definition of the content descriptor says otherwise), intensity, or severity.[54]

Name Description
Alcohol Reference References to alcohol in any form.[54]
Animated Blood Content includes unrealistic and/or discolored blood.[54]
Blood Graphics include realistic blood.[54]
Blood and Gore Graphics include realistic blood and the mutilation of body parts.[54]
Cartoon Violence Violent actions that look cartoon-like in nature.[54]
Comic Mischief Content includes slapstick or suggestive humor.[54]
Crude Humor Content includes humor that may seem vulgar.[54]
Drug Reference References to illegal drugs in any form.[54]
Fantasy Violence Violent actions that look unrealistic and can easily be distinguished from reality.[54]
Gambling Themes Prominently features images or activities that are typically associated with real-world gambling, even if they are not directly simulating a gambling experience.[54]
Intense Violence Graphic and realistic depictions of violence. May include weapons, human injury, blood, gore and/or death.[54]
Language Mild to moderate use of profanity.[54]
Lyrics Mildly objectionable lyrics contained in the game's soundtrack contain use of profanities, and/or references to sexuality, alcohol, tobacco, and/or drug use.[54]
Mature Humor Content includes "adult" humor.[54]
Nudity Depictions of nudity.[54]
Partial Nudity Brief and/or mild depictions of nudity.[54]
Real Gambling Player can gamble with real-life currency.[54]
Sexual Content Depictions of sexual behavior.[54]
Sexual Themes References to sex and/or sexuality.[54]
Sexual Violence Includes violent, sexual acts including rape.[54]
Simulated Gambling Contains gameplay that simulates gambling activities without using real-life currency.[54]
Strong Language Explicit/frequent use of profanity.[54]
Strong Lyrics Lyrics contained in the game's soundtrack contain explicit/frequent use of profanities and/or references to sexuality.[54]
Strong Sexual Content Explicit and/or frequent sexual behavior.[54]
Suggestive Themes Mild references to sex and/or sexuality.[54]
Tobacco Reference References to tobacco products in any form.[54]
Use of Drugs Depictions of the use of real illegal drugs.[54]
Use of Alcohol Depictions of alcohol consumption.[54]
Use of Tobacco Depictions of the use of tobacco products.[54]
Violent References References to violent acts.[54]
Violence Content includes aggressive behavior against an individual, community, self, or other real or fictional animals.[54]

Interactive elements

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An ESRB ratings label may also include a third section related to "Interactive Elements", which disclaims if a game offers online communications, collects personal data, or offers digital goods or other premiums (including downloadable content and microtransactions) that require payment of real money to obtain.[55]

Icon Name Description
In-Game Purchases Game contains means to purchase in-game items with real-world money.[56]
In-Game Purchases (Includes Random Items) Game contains in-game offers to purchase digital goods or premiums with real world currency (including virtual currency purchasable with real-world currency) for which the player does not know prior to purchase the specific digital goods or premiums they will be receiving, including loot boxes, item packs, and mystery awards.[57]
Shares Info Personal information such as email address, phone number or credit card is provided to third parties.[58]
Shares Location Can display the player's location with other players.[58]
Unrestricted Internet Product provides access to the internet.[59]
Users Interact Players can get in direct communication with others through social media and networks.[58]
Online Music Not Rated by the ESRB Warns that songs that are streamed or downloaded as add-ons for music-based games have not been rated and that their content has not been considered in the ESRB rating assignment.

Enforcement

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The ESRB rating system is primarily enforced on a self-regulatory basis by the video game and retail industries; in markets where it is used, retailers typically enforce the "Mature" rating using photo identification, and refuse to stock video games that have not been rated by the organization, or are rated "Adults Only".[60][61][62] Modern video game consoles include parental controls that can be configured to restrict games played by specific users, using factors such as their ESRB rating.[63][64] The ESRB has also taken action against video game distributors who use the ratings icons in advertising without authorization or having actually been issued the rating by the board.[65]

Steam, the largest digital distribution storefront for personal computers, does display ratings when available, and allows games to be categorized and filtered based on categories and the extent of potentially objectionable content,[66] but an ESRB rating is not mandatory. As of June 2018, following complaints regarding inconsistent enforcement of its previous guidelines,[67] Steam stated that it would only ban the sale of games that contain blatantly illegal content, or games that it classifies as being "straight up trolling".[66][68][69][70] However, in March 2019, it was revealed that there are still undisclosed limitations to this policy based on "costs and risks" associated with Steam's ability to distribute specific games,[71] and in July 2025, in compliance with demands from Australian advocacy group Collective Shout, Steam expressly prohibited games that "may violate the rules and standards" of its payment processors, including "certain types of adult content".[72][73] Epic Games Store prohibits "Adults Only"-rated games, unless the rating was solely for their use of blockchain technology.[52]

In the United States, there have been attempts at the state and federal level to introduce laws requiring retailers to enforce the ESRB ratings system. In 2004, California Assemblyman Leland Yee sponsored a state bill requiring retailers to stock M-rated games on separate shelves that are at least 5 feet (60 in) from the ground. The bill was passed, after it was modified to only require that retailers promote awareness of the ESRB ratings system to their customers.[74]

The following year, California passed AB 1179, a second bill sponsored by Yee, which banned the sale of "violent video games" to minors. The term was defined using a variation of the Miller test (originally created to judge whether a work is obscene), separate from any rating the game may have received. In a landmark ruling, the law was struck down by the Supreme Court in Brown v. Entertainment Merchants Association, which ruled that AB 1179 was unconstitutional because video games are a protected form of expression.[60][61][62][75][76][77]

In Canada, ESRB ratings are enforced under provincial laws by film ratings boards in Manitoba, New Brunswick, Nova Scotia, and Saskatchewan, and by the Ministry of Public and Business Service Delivery and Procurement in Ontario. As in the U.S., retailers voluntarily enforce the ratings regardless.[78][79][80] Prior to the implementation of the Film Classification Act, 2005, which gave it the power to enforce ESRB ratings, the Ontario Film Review Board had used its own powers to classify the M-rated Manhunt as a film and give it a "Restricted" rating to ban its sale to those under 18. By contrast, the British Columbia Film Classification Office considered the ESRB rating to be appropriate.[81][82]

Marketing

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Example of an ESRB cross-promotion. In this case, this is marketing games that are rated E, E10+, T, and M.

The ESRB enforces guidelines that have been adopted by the video game industry in order to ensure responsible advertising and marketing practices. These include ensuring that game packaging and promotional materials (including advertisements and trailers) properly display rating information, restricting where promotional materials for games rated "Teen" or higher can appear, prohibiting publishers from glamorizing or exploiting a game's rating in marketing materials, and requiring online marketing of games rated "Mature" or higher to be restricted to users who are appropriately aged.[65][83] This allows the ESRB to restrict video game advertising "to consumers for whom the product is not rated as appropriate."[84] The board also forbids ratings from other organizations from being shown alongside ESRB ratings on publishers' websites or social media outlets.[85]

A group of online gaming publications known as the ESRB Website Council operates under a similar code of conduct, which requires them to display ESRB ratings information for games that they cover, and implement systems to restrict access to audiovisual content depicting M or AO-rated games to users who are appropriately aged.[86]

In March 2013, the ESRB eased certain restrictions on the promotion of M-rated games. Firstly, trailers for games that are or are anticipated to be rated "Mature" can be cleared by the ESRB as being appropriate for "general" audiences—similarly to the "green band" ratings issued by the MPAA for film trailers. Secondly, the board began to allow, on a case-by-case basis depending on the target demographic of the game, M-rated games to be cross-promoted in the marketing materials of games with lower ratings.[85]

Online privacy

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In addition to its video game ratings operation, the ESRB also offers an online privacy program which helps websites adopt privacy policies and data usage practices which comply with relevant laws and best practices for the collection and use of personal information, and provides "Privacy Certified" seals indicating certification under the ESRB's privacy guidelines. In June 2013, the service was extended to mobile apps, with a particular emphasis on helping application developers comply with the then-upcoming changes to the Children's Online Privacy Protection Act.[87][88][89]

Reception

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The ESRB has considered its system to be effective, due in part to initiatives by the Board to promote enforcement and consumer awareness of the system, and efforts by retailers to prevent the sale of M-rated games to minors.[7][90]

In the year following its 1994 launch, the ESRB rating system had achieved widespread usage across the console game industry, although adoption was not yet as high within the PC gaming industry. Lieberman and Kohl also reported that some retailers were reluctant to the idea of removing older, non-rated games from their shelves, and that some retail employees lacked knowledge of the new system.[91] By 2008, the Federal Trade Commission reported 20% of underaged mystery shoppers were able to successfully purchase an M-rated video game from a selection of retailers—a 22 percent reduction from 2007.[61] By 2011, these numbers had dropped further to 13%.[92] In its 2009 Report to Congress, the FTC recognized the ESRB for having "the strongest self-regulatory code" of all entertainment sectors because of its enforcement of advertising and marketing guidelines.[93][94]

Ratings accuracy

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The ESRB has often been accused of not rating certain games, such as Manhunt and the Grand Theft Auto series, harshly enough for violence and other related themes, and for lacking transparency in certain aspects of the ratings process. Critics have argued that some games only received the M rating rather than the stricter AO rating because of the commercial effects of such a rating; console manufacturers and most retailers refuse to distribute AO-rated games, dramatically affecting their commercial availability. An ESRB representative stated that the Board uses the AO rating when warranted, even due to violence, and that in most occasions, publishers would edit the game to meet the M rating to ensure wide commercial availability instead of keeping the AO rating.[36][95][96] The film classification boards of the Canadian provinces of British Columbia and Ontario respectively classified the M-rated games Soldier of Fortune and Manhunt as films due to concerns over the nature of their content, and gave them "Restricted" ratings, legally restricting their sale to adults.[82][97]

There has been a correlation between the M rating and sales; a 2007 study by Electronic Entertainment Design and Research found that M-rated games "have both the highest average Metacritic scores and the highest average gross sales in the United States", and NPD Group found that 7 of the top 20 video games of 2010 (including the #1 game, Call of Duty: Black Ops) were M-rated, even though only 5% of games released that year carried the rating.[98][99]

In 2005, the National Institute on Media and the Family (NIMF) criticized the ESRB for seldom-using the Adults Only rating, arguing that because it has a vested interest in the video game industry, it did not want to perform actions that would affect their commercial availability. The organization stated that "study after study shows that ratings would be stricter if parents were doing the job. It took explicit porn to get Grand Theft Auto: San Andreas an AO rating, even though the original version, still rated M, rewards players whose on-screen persona had sex with prostitutes and then killed them. We have been calling for AO ratings for the Grand Theft Auto series for years—now it is clear why the ESRB has ignored our request." The ESRB disputed these claims, arguing that the organization "relies on flawed research and ignores any and all conflicting evidence", was "imposing its own narrow values and morality on the rest of the country, regardless that it has little evidence to show that parents agree with their point of view", and did not reply to the ESRB's request for comments following its report card in 2004. The board also pointed out that the NIMF's study and "report card" used data from PSVRatings, a for-profit competitor to the ESRB.[90]

On the other hand, some have felt that the "Mature" rating is too broad; video game journalist Ben Kuchera noted that Halo 3—a sci-fi first-person shooter whose level of violence was, in his opinion, comparable to a Star Wars film, had received an M rating for "Blood and Gore," "Mild Language" and "Violence". He argued that "having a game like Halo 3 share the same rating as Saints Row IV, which carries the 'Blood,' Intense Violence,' 'Partial Nudity,' 'Sexual Content,' 'Strong Language' and 'Use of Drugs' descriptors was always silly, and it weakened the thrust of the ratings system." Likewise, he felt that the tone and content of the PG-13 rated film The Dark Knight was relatively harsher to children than that of the Saints Row series due to the latter's comedic tone, but still noted that "as parents we know what's right and what isn't for our kids, and being aware of the content they consume is a large part of our job as parents."[100] Halo 5: Guardians received a "Teen" rating instead of "Mature". Microsoft Xbox division executive Aaron Greenberg argued that consumers had been "surprised" by the M rating on previous installments "given the style of the game and the lack of real graphic violence and things like that", but that the "Teen" rating would theoretically enable the game to reach a broader audience of younger players.[101]

Adults Only rating

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The "Adults Only" (AO) rating has attracted a negative stigma among the video game industry—one which has been criticized for stifling the ability for developers to have creative freedom in their portrayal of certain themes in a game, at the risk of being commercially unviable due to publishers' objections to AO-rated content. AO-rated games cannot be published for major video game console platforms, and most retailers do not stock AO-rated games. ESRB President Patricia Vance argued that applying self-censorship to ensure marketability was a compromise that is "true in every entertainment medium", but still believed that the idea of the AO rating eventually becoming acceptable would be a good thing for the ESRB system.[102] The stigma is primarily affected by a perception by the industry and other activists that video games are generally considered children's products; for example, the availability of a Wii version of Manhunt 2 was condemned by Senator Hillary Clinton over fears that children could use the game's motion controls to act out the game's "many graphic torture scenes and murders".[40][103][104]

Attitudes towards AO-rated games have also been influenced by the types of games that have received the rating; Peter Payne, head of Peach Princess, a publisher of English translations of Japanese eroge visual novels, believed that the "Adults Only" rating had acquired a "smutty" and "tasteless" reputation since the majority of AO-rated titles were either niche pornographic titles such as eroge games, or immature titles such as Riana Rouge (which Polygon described as a game which had the quality of an adult movie, and "[aimed] to do nothing more than tell low-brow jokes and show nude women prancing around") and Lula 3D (whose packaging advertised the inclusion of "Bouncin' Boobs Technology").[40][104]

By contrast, the ESRB has only officially issued the AO rating for extreme violence three times: Thrill Kill, a fighting game with heavy sexual overtones, received an AO rating with content descriptors for "Animated Violence" and "Animated Blood and Gore". Due to objections over the game's content, Thrill Kill was canceled by Electronic Arts after it acquired the North American operations of the game's publisher, Virgin Interactive.[105] Manhunt 2 also received an AO rating for its extreme violence; while the uncut version would be released exclusively for PCs, the console versions were edited to meet the M rating criteria.[106][107][108] In January 2015, Hatred, a controversial game whose plot centers around a character indiscriminately murdering everyone he encounters, received the rating for its extreme violence and harsh language; one of the game's developers disputed the rating, arguing that "its violence isn't really that bad and this harsh language isn't overused", but also acknowledged the rarity of their situation.[109][110][111]

Hidden content

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The 2005 game Grand Theft Auto: San Andreas was originally intended to include a broader amount of sexually explicit content, but Rockstar North elected to leave the content out of the final game due to concerns over its eventual ESRB rating. Due to time constraints, Rockstar could not remove this content from the game's source code entirely, and instead made it inaccessible via normal gameplay; soon after the release of San Andreas, a modification for the PC version known as "Hot Coffee" allowed access to an incomplete sex minigame that was present in the code of the released game.[112][113]

The discovery of the minigame caused California State Assemblyman Leland Yee to rebuke both Rockstar and the ESRB, arguing that the ESRB was not doing its job properly. US Senators Hillary Clinton and Joe Lieberman also expressed their disapproval. Rockstar initially claimed that the minigame was created by the mod community and was not a part of the original game. This was disproven when it was discovered that a third-party cheat device could be used to unlock the scenes in console versions of the game.[114] Following an investigation, the ESRB changed its rating from M to AO, setting a precedent that games can be re-rated due to the presence of pertinent content that exists on the game's disc, even if that content is programmed to not be playable without modification or unauthorized use of a third-party cheat device.[115] Following the release of a version excluding the content, the rating was reverted to M.[116]

In May 2006, The Elder Scrolls IV: Oblivion had its rating changed from T to M due to "more detailed depictions of blood and gore than were considered in the original rating", along with a third-party mod for the PC version allowing the use of topless female characters. The game's co-publisher, Bethesda Softworks, decided not to re-edit the game or contest the new rating, but noted that Oblivion's content was "not typical" of games with the M rating, and that the game "does not present the central themes of violence that are common to those products."[117][118][119]

In the wake of these two incidents, the ESRB changed its policies in June 2006 to account for hidden content; publishers must disclose information surrounding all unlockable or otherwise "hidden" content in the game as part of the ratings process, and publishers can be fined up to US$1 million if they are found to have misrepresented the content of their game after further reviews.[5][38][39] In response to the aftermath of Hot Coffee and the resulting policy changes, ESRB President Patricia Vance stated that in her opinion, "there is no other industry self-regulatory system willing or capable of imposing such swift and sweeping sanctions on its own members, which in this particular case resulted in the removal of a top-selling product from the market and a major loss of sales."[5] However, several U.S. politicians, including Senator Sam Brownback, California State Senator Leland Yee, and Michigan Congressman Fred Upton (who was a major critic against Rockstar during the controversy), still felt that the ESRB had "lost" its trust of consumers, believing that video game developers were taking advantage of the board's conflict of interest with the industry to incorporate objectionable content into their products without the ESRB's full knowledge.[7][120][121][122]

In late 2006, both Upton and Brownback tabled bills to place governmental oversight on aspects of the ESRB rating process, and make it illegal for publishers to misrepresent the playable content of a video game to a ratings board; Upton proposed a bill known as the Video Game Decency Act, explaining that developers had "done an end-run around the process to deliver violent and pornographic material to our kids", and that the bill would "[go] hand in hand with the mission of the industry's own ratings system." Brownback proposed a bill known as the Truth in Video Game Rating Act, which would have also forced the ESRB to have full, hands-on access to games instead of just video footage, and have initiated a government study on the "effectiveness" of the organization and the possibility of forming a ratings organization independent from the video game industry.[7][121][122]

Microtransactions

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In October 2017, in response to growing criticism of the loot box model for video game microtransactions (which grant chances at earning randomized items of various rarities, typically cosmetic in nature, in exchange for payment), the ESRB stated their opinion that they were not a form of gambling. They described them as a voluntary and optional aspect of a video game, and comparable to booster packs for collectible card games because their purchase guarantees that a user will receive items, but not necessarily high-value items all the time. The ESRB added that games that contain actual wagering of real money would hold the Adults Only rating.[27][123]

On February 14, 2018, U.S. senator Maggie Hassan asked the ESRB to examine if games with loot box microtransactions were being marketed in an "ethical and transparent way" that "adequately protects the developing minds of young children from predatory practices."[124] The ESRB subsequently announced on February 27, 2018, that it would introduce a new label for any games that contain "the ability to purchase digital goods or premiums with real world currency". The announcement was criticized for being overreaching and ambiguous, as it applies to not only microtransactions, but any purchases of digital goods in relation to a game (which includes downloadable content), and would thus apply to almost all modern video games. Patrica Vance stated that the ESRB avoided references to specific types of microtransactions, so that the advisory label could be understood by parents unaware of specific details. Vance added that the ESRB was "unable to find any evidence that children specifically have been [psychologically] impacted by loot boxes" or that they caused children to develop "some sort of tendency towards gambling."[125][126][127] The new label "in-game purchases" was added to ESRB's standards by April 2018.[56]

On April 13, 2020, the ESRB announced on their official blog that they are introducing a new interactive elements: "in-game purchases (includes random items)". This notice will specifically apply to "all games that include purchases with any randomized elements", which includes, but is not limited to, loot boxes, gacha games, item or card packs, prize wheels, and treasure chests. The original label will still apply for "other type purchases", such as additional levels, cosmetics, DLC, expansions, and other downloadable contents.[128]

Usage

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The ESRB is officially recognized, implemented and used in Canada, Mexico and the United States.[129][130]

Entity Status of ESRB
Canada The ESRB ratings system is recognized by law in several Canadian provinces, primarily by restricting the sale of "Mature" and "Adults Only"-rated games to those who are not appropriately aged.[129][130][131][132]
Mexico Implemented and recognized.[130] Used alongside "Lineamientos Generales del Sistema Mexicano de Equivalencias de Clasificación de Contenidos de Videojuegos" since May 2021.[133]
United States A series of Senate hearings from 1992 to 1994 effectively created the ESRB. Officially implemented and recognized, technically voluntary compliance.[1][7][130]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Entertainment Software Rating Board (ESRB) is a non-profit, founded in 1994 by the to assign age and content ratings to interactive entertainment software, primarily video games, thereby enabling informed purchasing decisions by parents and consumers in the United States, , and . Established by the Interactive Digital Software Association (later renamed the ) in direct response to U.S. hearings on violent video games, the ESRB aimed to preempt federal government imposition of mandatory ratings or by demonstrating industry . Its rating system, operational since September 1, 1994, comprises rating categories indicating suggested age suitability—such as , Everyone, Teen, Mature, and Adults Only—along with content descriptors for elements like violence, language, and sexual themes, and since 2013, interactive elements disclosing features like or in-game purchases. The ESRB's implementation has enforced ratings display on packaging and advertising, with retailers typically restricting sales based on age verification, contributing to the system's broad adoption and averting legislative mandates despite ongoing debates over enforcement efficacy. Notable achievements include processing over 30,000 ratings annually and expanding to cover mobile apps and digital downloads, while maintaining operational independence from government oversight. Controversies have arisen from perceived inconsistencies, such as post-release rating revisions for undisclosed content in titles like , prompting fines and industry scrutiny, as well as criticisms regarding initial omissions of mechanics resembling gambling until policy updates in 2018 introduced specific disclosures. These incidents underscore tensions between self-regulation's flexibility and demands for rigorous pre-release scrutiny, yet empirical adherence by publishers and low incidence of AO ratings—reserved for extreme content—affirm the system's role in balancing creative expression with .

Origins and Historical Context

Pre-ESRB Regulatory Pressures

In the early 1990s, public and political scrutiny intensified over violent content in video games, particularly following the release of titles like in 1992, which featured digitized human characters engaging in graphic fatalities involving and excessive blood. Critics, including parents' groups and media outlets, argued that such depictions glamorized brutality and desensitized youth, with 's selectable blood color options (red or "sweat" in censored versions) highlighting tensions between artistic expression and content accessibility for minors. Similarly, (1992), an interactive FMV game for , faced backlash for scenes depicting augmented female characters being trapped and assaulted by vampires, which senators described as adding a "new dimension of violence specifically targeted against women." This outcry prompted U.S. Senators (D-CT) and (D-WI) to convene joint hearings of the Committees on Governmental Affairs and the Judiciary on December 9, 1993, where industry executives from , , Acclaim, and Midway were questioned about marketing mature content to children. Lieberman denounced games like and as "bondage games" promoting sadism, emphasizing that the hearings aimed to expose how the $5 billion industry profited from gore without safeguards, potentially leading to federal legislation if self-regulation failed. Testimonies revealed inconsistent voluntary labeling, such as Sega's rudimentary "Suggested Retail Price" cards, which Kohl dismissed as inadequate for parental guidance. The hearings amplified threats of government intervention, including proposals for mandatory ratings akin to the Motion Picture Association of America system, amid broader moral panics linking video games to juvenile aggression without conclusive of causation. Retailers faced pressures, with some chains like Toys "R" Us voluntarily restricting sales of unrated titles post-hearings, while politicians warned of content controls under the guise of , echoing failed attempts at . These events underscored a causal chain from technological advances in realistic graphics to heightened regulatory demands, pressuring the industry toward preemptive to avert statutory oversight.

Formation in Response to Congressional Hearings

The Entertainment Software Rating Board (ESRB) emerged as a self-regulatory initiative by the video game industry following intense scrutiny from U.S. congressional hearings on the accessibility of violent content to children. On December 9, 1993, Senators Joe Lieberman (D-CT) and Herb Kohl (D-WI) chaired the first of two hearings, convening executives from Sega and Nintendo to address games like Mortal Kombat—noted for its graphic fatalities—and Night Trap, criticized for interactive depictions of simulated violence against women. The senators argued that such content, marketed without age restrictions, contributed to societal concerns over youth exposure to simulated gore and aggression, echoing broader debates on media influence amid a national spike in violent crime rates during the early 1990s. These hearings, which continued into March 1994, explicitly warned of impending federal legislation—such as the Video Game Rating Act of 1994 introduced by Lieberman and co-sponsored by Kohl—if the industry failed to implement voluntary safeguards. In direct response, the Interactive Digital Software Association (IDSA, predecessor to the ), representing publishers like and , developed the ESRB as an independent ratings body. On July 29, 1994, IDSA President Douglas Lowenstein presented the ESRB proposal to , outlining a system of age-based categories and content descriptors to inform parental choices, deliberately patterned after the of America's model to preempt government oversight. The ESRB officially launched operations in September 1994, with initial ratings applied to over 200 titles by year's end, marking the industry's successful pivot to self-regulation and halting legislative momentum. This formation underscored a causal link between public and political pressure—rooted in empirical observations of unregulated content distribution—and the adoption of standardized labeling to mitigate risks of minor access without curtailing adult-oriented development.

Early Implementation and Industry Adoption

The Entertainment Software Rating Board (ESRB) commenced operations in July 1994, shortly after its formation by the Interactive Digital Software Association (IDSA), as a voluntary self-regulatory mechanism to assign age-based and content-specific ratings to video games. The initial rating system featured five age categories—Early Childhood (EC), Kids to Adults (K-A), Teen (T), Mature (M), and Adults Only (AO)—accompanied by 17 content descriptors addressing elements such as violence, language, and sexual themes, determined through review of submitted game footage, packaging, and developer questionnaires by trained raters. This structure was designed to provide consumers, particularly parents, with transparent information on game content, enabling informed purchase decisions without mandating censorship or altering game development. The first ESRB rating certificates were issued on September 16, 1994, with early titles including Doom for Sega 32X rated M (Mature), Pitfall: The Mayan Adventure rated K-A, and Madden NFL 95 rated E (later reclassified under Everyone). Publishers were required to submit games for rating prior to marketing and distribution, with ratings prominently displayed on packaging; non-compliance risked exclusion from major retail channels, as stores like Walmart and Toys "R" Us adopted policies refusing to stock unrated titles. By late 1994, the system processed ratings for nearly all new console and PC releases from leading platforms, reflecting swift integration into production pipelines. Industry adoption was accelerated by the looming threat of federal legislation following 1993–1994 congressional hearings on video game violence, which had spotlighted titles like and prompted senators such as and to demand self-regulation. Major publishers, including , , and emerging entrants like , complied en masse, with the IDSA enforcing participation through its membership and an Advertising Code of Conduct introduced in 1995 to ensure truthful marketing aligned with ratings. This near-universal uptake—covering over 90% of U.S. market titles by year's end—averted government intervention, as evidenced by the shelving of proposed bills like the Video Game Rating Act, while establishing ESRB ratings as a for North American distribution. Retailer enforcement further solidified compliance, with policies verified through periodic audits, though early years saw occasional lapses addressed via industry pressure rather than legal mandates.

System Evolution and Adaptations

Refinements to Rating Categories

The Entertainment Software Rating Board (ESRB) initially implemented five age-based rating categories in September 1994: (EC) for ages 3 and older with no objectionable material; Kids to Adults (K-A) for mild content suitable for all ages; Teen (T) for ages 13 and up with moderate mature themes; Mature (M) for ages 17 and up with intense , blood, , or strong language; and Adults Only (AO) for explicit content intended solely for adults. These categories, accompanied by 17 content descriptors detailing specific elements like or language, formed the core of the self-regulatory system to inform parental decisions without government oversight. In 1998, the K-A category was renamed Everyone (E) to eliminate confusion, as indicated parents misinterpreted K-A as restricting younger children despite its broad suitability for mild fantasy violence or infrequent crude language. This adjustment aimed to enhance clarity and parental trust in the system's intent to guide rather than censor. By 2005, feedback from publishers highlighted a need for granularity between E and T ratings, leading to the introduction of Everyone 10+ (E10+), which targets ages 10 and older with content such as cartoonish violence, mild blood, or suggestive themes that might warrant caution for younger players. This refinement addressed evolving trends toward more nuanced family-oriented titles, reducing the number of games awkwardly fitting into broader categories. The EC category, rarely applied due to its stringent no-objectionable-content threshold and overlap with for preschool-appropriate games, was discontinued in , with qualifying titles reassigned to to streamline the system without altering coverage. These changes reflect iterative adaptations based on usage data, industry input, and consumer surveys, maintaining the ESRB's focus on empirical suitability assessments over prescriptive .

Expansion to Digital and Mobile Platforms

In response to the growth of digital distribution platforms such as console online stores and PC services like , the ESRB introduced a streamlined, automated rating process for downloadable games in 2011, allowing publishers to submit questionnaires rather than full footage for initial assessments. This adaptation addressed the faster release cycles of digital titles while maintaining rating consistency with physical counterparts, with the system expanding in 2012 to provide cost-free ratings specifically for digitally delivered content. For mobile platforms, the ESRB collaborated with the CTIA (now CTIA-The Wireless Association) in 2011 to develop a tailored for mobile applications, adapting its categories to the burgeoning app ecosystem dominated by stores like Apple's and . This effort culminated in the formation of the (IARC) in late 2013, a including the ESRB that enables developers to complete a single online questionnaire, generating instant ratings compliant with multiple regional systems, including ESRB's for . The IARC process prioritizes efficiency for digital and mobile storefronts, forgoing the in-depth video review used for physical games in favor of self-reported content details verified post-release if needed. By March 17, 2015, the ESRB announced broader implementation, with integrating IARC ratings to display ESRB icons for mobile games in , followed by expansions to platforms including the Marketplace in 2014, and later , , Live, and others through 2022. This shift facilitated global consistency without additional costs to developers, covering over 1.5 billion consumers across participating rating authorities, though it relies on accurate publisher disclosures rather than mandatory pre-release playtesting. Enforcement for digital and mobile ratings emphasizes post-launch corrections and Review Council oversight to prevent misleading marketing, differing from the stricter fines applied to physical packaging violations.

Recent Developments and Policy Updates

In 2023, the Entertainment Software Rating Board (ESRB), partnering with technology firms Yoti and SuperAwesome, submitted an application to the (FTC) for approval of a novel verifiable parental consent mechanism under the (COPPA). This proposed method utilized facial age estimation software to automatically determine whether a user appeared to be a under 13, thereby enabling or bypassing parental verification for data collection in video games and apps without requiring direct adult intervention. The FTC solicited public comments on the proposal in July 2023 and extended its review period by 60 days in January 2024 to assess technological efficacy and privacy risks. Ultimately, on March 29, 2024, the FTC denied the application without prejudice, determining that the facial recognition approach did not sufficiently verify parental identity or consent as required by COPPA regulations, though the agencies were permitted to resubmit with modifications. Concurrently, in response to the FTC's December 2023 advance notice of proposed on COPPA amendments—aimed at addressing technological advancements like data analytics and behavioral —the ESRB provided formal comments in March 2024, emphasizing the role of self-regulation in balancing child privacy protections with innovation in . The ESRB advocated for flexible, industry-led solutions over overly prescriptive rules, drawing on its established COPPA safe harbor program. The ESRB's Privacy Certified initiative, which certifies compliance for apps and games handling children's data, has positioned itself to align with emerging federal frameworks; in April 2024, the program expressed support for COPPA-like mechanisms in the proposed American Privacy Rights Act, highlighting self-certification as an efficient alternative to fragmented state laws. No alterations to core ESRB rating categories, content descriptors, or interactive elements—such as those for in-game purchases or —were enacted during 2023–2025, reflecting the organization's emphasis on refining adjuncts amid regulatory scrutiny rather than overhauling the voluntary .

Rating Process and Methodology

Game Submission and Analyst Review

Publishers submit games to the ESRB for rating prior to , providing detailed disclosures of content to facilitate the review process. For physical games, such as those distributed in boxed formats, publishers complete a comprehensive outlining elements like , , language, substance use, and , accompanied by a video recording that captures key sequences, missions, cutscenes, and instances of the most extreme or potentially objectionable material. This submission ensures raters can evaluate the full spectrum of content without requiring direct gameplay access. The analyst review for physical games involves a minimum of three trained raters who independently assess the submitted video footage to determine the appropriate Rating Category (e.g., Everyone, Teen), Content Descriptors (e.g., Blood and Gore, Intense Violence), and Interactive Elements (e.g., Shares Location, Users Interact). Raters, who maintain strict confidentiality and have no prior connections to the game industry, undergo specialized training to objectively identify and describe content based on established guidelines, focusing on the context, frequency, and intensity of depicted elements rather than subjective moral judgments. Their recommendations undergo a parity review by additional staff to ensure consistency across similar titles, followed by compilation into a finalized Rating Summary that publishers must accept or contest by revising the submission. For digitally distributed games, the process is streamlined through the (IARC) system, in which developers complete an online that algorithmically assigns the rating, descriptors, and interactive elements without analyst intervention or a detailed summary. This approach, introduced to accommodate the rapid proliferation of digital titles, eliminates submission fees for qualifying games and relies on self-certification verified post-release through random play-testing. In both cases, ESRB enforces accuracy via undisclosed audits, with penalties for undisclosed content reaching up to $1 million per violation.

Criteria for Content Evaluation

The ESRB assesses game content through a structured review of potentially objectionable elements, focusing on their intensity, frequency, realism, and context to determine rating categories and descriptors. Trained raters—typically at least three per submission—examine publisher-provided questionnaires detailing , , , substance use, , and other factors, alongside edited gameplay videos that highlight extreme or relevant sequences. This process emphasizes empirical observation of content rather than full gameplay, as games can exceed 50 hours and feature variable player-driven outcomes; post-release verification testing confirms disclosure accuracy. Key criteria include the nature of violence, differentiated by depiction style: mild, cartoonish, or fantasy-based violence may align with lower ratings like Everyone (E) or Everyone 10+ (E10+), while intense, realistic portrayals involving blood, gore, or dismemberment elevate ratings to Teen (T) or Mature 17+ (M), especially if rewarded by game mechanics. Sexual content and nudity are evaluated for explicitness, duration, and interactivity, with partial nudity or suggestive themes permitting T ratings, but graphic or prolonged sexual behavior triggering M or Adults Only (AO) classifications. Language scrutiny covers profanity severity and repetition, from infrequent mild words in T-rated titles to pervasive strong expletives in M-rated ones. Additional factors encompass substance use (alcohol, tobacco, drugs) and gambling (simulated or real-currency mechanics), where mere references may add descriptors without altering age ratings, but interactive promotion or realism can intensify them. Context plays a causal role: content that advances or is punished (e.g., leading to negative consequences) receives lighter consideration than glorified or player-empowered equivalents, ensuring ratings reflect potential impact on younger players rather than moral judgment. Raters achieve consensus on descriptors like "Intense Violence" or "Strong Sexual Content" only if elements meet predefined thresholds, with revisions possible for undisclosed post-submission changes. This methodology prioritizes transparency for parental decision-making, verified through industry compliance data showing high adherence to disclosed criteria.

Handling of Interactive and User-Generated Elements

The ESRB assesses interactive elements, such as online multiplayer and user controls, during the rating process but assigns them as separate disclosures rather than factors influencing age or content ratings. Introduced in 2013, these elements provide consumers with information on features like in-game purchases, location sharing, and user interactions, derived from developer questionnaires and analyst reviews of submitted builds. For (UGC), including chat, shared creations, or modifications, the ESRB applies the "Users Interact" label to indicate potential exposure to unfiltered or unmoderated material from other players, such as text/voice communication or custom levels in multiplayer environments. This label does not alter the game's core rating, which remains based on the developer's provided content, as UGC cannot be pre-evaluated for all possible variations. Since 1998, the ESRB has used notices like the Online Rating Notice to warn of UGC risks in online-enabled games, underscoring that developers bear no responsibility for third-party contributions, including mods, which fall outside ESRB oversight. Developers must disclose such capabilities during submission, enabling analysts to confirm applicability, though the system relies on transparency rather than to address the unpredictable nature of user inputs. This framework balances with consumer awareness, avoiding direct moderation of dynamic UGC while highlighting features that could lead to encounters with inappropriate material, such as or in unvetted online spaces.

Rating Categories and Descriptors

Current Age and Content Ratings

The Entertainment Software Rating Board (ESRB) employs a system of age-based categories to classify video games and select apps according to their content suitability, determined through review of submitted materials including scripts, footage, and audio. These ratings form the primary component of the ESRB's three-part system, which also incorporates content descriptors and interactive elements. As of 2025, the active categories are Everyone (E), Everyone 10+ (E10+), Teen (T), Mature 17+ (M), Adults Only 18+ (AO), along with provisional designations for unrated titles.
Rating SymbolRecommended AgeContent Suitability Description
E (Everyone)All agesTitles in this category may contain minimal cartoon, fantasy, or mild violence, and/or infrequent mild language.
E10+ (Everyone 10+)Ages 10 and olderTitles may contain more cartoon, fantasy, or mild violence; mild language; and/or minimal suggestive themes.
T (Teen)Ages 13 and olderTitles may contain violence, suggestive themes, crude humor, minimal blood, , and/or infrequent strong language.
M (Mature 17+)Ages 17 and olderTitles may contain intense violence, blood and gore, , and/or strong language.
AO (Adults Only 18+)Ages 18 and olderTitles may include prolonged scenes of intense violence, graphic , and/or with real currency.
Titles pending final assignment receive a Rating Pending (RP) label during marketing, which does not specify content but signals an forthcoming ESRB evaluation; a variant, RP (Likely Mature 17+), indicates an anticipated M rating based on preliminary review. The Early Childhood (EC) category, historically for ages 3 and under with content like simple rhymes or songs, is no longer actively assigned to new titles, with suitable games now falling under E. Age ratings are influenced by the presence and intensity of elements such as violence, language, , and substance use, evaluated against predefined criteria to ensure consistency across titles. In 2024, approximately 65% of rated physical and console downloadable games received E or E10+ designations, reflecting a predominance of family-oriented content in those formats.

Detailed Content Descriptors

The Entertainment Software Rating Board (ESRB) employs content descriptors to specify elements within a or app that may have contributed to its assigned age rating or warrant parental attention, such as depictions of , , or substance use. These descriptors are context-dependent, applied relative to the overall rating category (e.g., "mild" variants indicate lower intensity or frequency), and do not represent an exhaustive summary of all content. They appear on packaging and digital storefronts alongside the rating symbol to aid informed decision-making by consumers. The current set of content descriptors, as defined by the ESRB, includes the following:
  • Alcohol Reference: Includes references to or images of alcoholic beverages, potentially encompassing their consumption.
  • Animated Blood: Depictions of blood in animated, non-realistic styles.
  • Blood: Realistic or stylized depictions of blood, which may involve mutilation or injury.
  • Cartoon Violence: Non-realistic, exaggerated violent actions typical of animated content.
  • Comic Mischief: Humorous depictions of mischief or pranks, often lighthearted and exaggerated.
  • Crude Humor: Vulgar or scatological elements, such as "bathroom" humor or bodily function gags.
  • Drug Reference: Mentions or visuals of illegal drugs without depiction of use.
  • Drug Use: Portrayals of consuming or injecting illegal drugs.
  • Fantasy Violence: Unrealistic violence involving fantastical characters or settings distinguishable from reality.
  • Gambling: Simulations of betting or casino activities, which may involve real or virtual currency.
  • Intense Violence: Graphic, realistic conflict scenes potentially featuring gore, weapons, or death.
  • Language: Profanity ranging from mild (e.g., infrequent mild expletives) to strong (explicit or frequent use).
  • Lyrics: Song content with references to profanity, sex, violence, or substances, varying from mild to explicit.
  • Mature Humor: Adult-oriented jokes, often involving sexual innuendo or mature themes.
  • Nudity: Exposure of body parts, from partial or brief to graphic and prolonged.
  • Partial Nudity: Limited exposure of skin or undergarments.
  • Sexual Content: Depictions of sexual acts or themes, from suggestive references to explicit behaviors, possibly including violence.
  • Sexual Themes: Non-explicit sexual situations or dialogue.
  • Simulated Gambling: Mechanics mimicking real gambling without financial risk.
  • Slapstick Humor: Exaggerated, comedic physical mishaps without harm.
  • Strong Language: Frequent or intense profanity.
  • Suggestive Themes: Implied sexual content or flirtation.
  • Tobacco Reference: Images or mentions of tobacco products, including use.
  • Use of Drugs: Active portrayal of drug consumption.
  • Use of Tobacco: Depictions of smoking or chewing tobacco.
  • Violence: Aggressive confrontations, which may include dismemberment or references to acts without visuals.
These descriptors evolved from initial categories introduced in , with refinements to reflect emerging content types like simulated gambling in mobile apps. The ESRB emphasizes that descriptors focus on prevalence and impact rather than isolated occurrences, ensuring transparency without mandating censorship.

Changes and Retired Ratings Over Time

The ESRB launched its on September 16, , with five initial age-based categories: (EC) for ages 3 and under, Kids to Adults (K-A) for ages 6 and older, Teen (T) for ages 13 and older, Mature (M) for ages 17 and older, and Adults Only (AO) for ages 18 and older. These categories were designed to provide parental guidance based on content suitability, with K-A intended for broader appeal but often misinterpreted as suitable only for children. In early 1998, the K-A category was retired and replaced by Everyone (E), effective January 1, to clarify that it encompassed content appropriate for all ages without implying restriction to kids. The criteria for the rating remained unchanged, but the redesign aimed to reduce consumer confusion, as surveys indicated parents viewed K-A as child-exclusive. This shift marked the first major revision to the core rating structure, with the new E icon featuring a green background and white lettering for better visibility. On March 2, 2005, the ESRB introduced the Everyone 10+ (E10+) category to address a gap between E and T ratings, targeting content suitable for ages 10 and older that might include moderate cartoon or fantasy violence, mild language, or minimal suggestive themes—elements potentially unsuitable for younger children but not warranting a Teen designation. This addition refined granularity, allowing developers to better signal tween-appropriate games like those with intensified racing crashes or basic fighting mechanics. By 2018, the EC category was retired due to infrequent use, with qualifying titles reclassified under E, as the youngest-audience games aligned closely with the updated Everyone criteria. Content descriptors, introduced alongside ratings in 1994, have expanded from 22 initial labels to 34 by 2018, with periodic refinements rather than outright retirements; for instance, updates added Interactive Elements like "Users Interact" to highlight online features without altering age categories. Visual and procedural evolutions, such as the 1999 shift from pixelated to solid black lettering on icons and the full redesign for digital compatibility, supported these category adjustments without retiring core ratings beyond K-A and EC.

Enforcement and Compliance Mechanisms

Retailer and Publisher Obligations

Publishers are contractually required to submit video games for ESRB rating prior to release, providing a detailed on content elements such as , sexual themes, , substance use, and , along with video footage demonstrating relevant , including the most extreme instances. For physical games, this submission process ensures the assigned rating and descriptors are affixed to packaging, which cannot be easily altered post-production, while digital games utilize the (IARC) system for automated rating assignment based on similar disclosures. Publishers must also adhere to the Advertising Review (ARC) Principles and Guidelines for Responsible , which mandate accurate representation of game content in promotional materials, inclusion of ESRB ratings and descriptors in qualifying ads (e.g., trailers, billboards, and packaging), and restrictions against targeting Mature (17+) or Adults Only (18+) rated games to underage audiences or glamorizing ratings to exploit them. Non-compliance by publishers triggers ESRB enforcement mechanisms, including sanctions, corrective actions such as ad withdrawals, and fines up to $1 million per violation, a policy formalized in to maintain rating integrity and deter misleading marketing. exceeding the base game's rating must similarly undergo separate review to prevent unrated expansions from circumventing obligations. Retailers operate under self-imposed store policies aligned with ESRB guidelines, requiring the display of ratings on all carried video games and prohibiting sales of Mature or Adults Only titles to under the specified ages, often verified via ID checks. The ESRB Retail Council (ERC) supports these efforts through regular mystery shopper audits and the "ERC Commitment to Parents," fostering voluntary compliance to promote age-appropriate access, with (FTC) surveys reporting an 87% success rate in 2013 for retailers denying Mature-rated purchases to underage buyers without adult supervision. While not legally binding under U.S. law, these policies are industry standards upheld by major chains to avert potential government intervention, as evidenced by console manufacturers and key U.S. retailers mandating ESRB ratings for stocked titles. Violations by retailers, though rare due to high adherence, can lead to ERC recommendations for policy reinforcement rather than direct fines from ESRB.

Violations, Fines, and Case Examples

The Entertainment Software Rating Board (ESRB) enforces compliance through investigations triggered by consumer complaints, media reports, or proactive monitoring of advertising and packaging. Violations typically involve publishers submitting incomplete or misleading content during the rating , failing to disclose interactive elements, or displaying incorrect ratings in materials. Upon finding a violation, the ESRB may require corrective actions such as rating revisions, product recalls, advertising halts, or packaging overstickers, alongside potential fines escalating to $1 million for egregious cases like intentional omission of mature content. A prominent case occurred with in July 2005, when a modder uncovered "Hot Coffee," a hidden featuring explicit sexual animations that had not been disclosed to ESRB raters. The ESRB revoked the game's initial Mature (M) rating and reclassified it as Adults Only (AO) on July 20, 2005, prompting widespread retail withdrawals, a patch to disable the content, and eventual reversion to M after verification. This incident, while not resulting in a direct ESRB fine, exposed gaps in submission protocols and led to enhanced ESRB scrutiny of downloadable and unlockable content, with publishers facing contractual penalties from the (ESA). In advertising enforcement, the ESRB monitors for discrepancies, such as omitted descriptors or incorrect icons, mandating immediate fixes like ad pullbacks and potential monetary penalties. For instance, publishers have been required to pay significant fines and implement corrections when rating information on websites or promotions mismatches assigned summaries. Another example involved developer in July 2007, when the ESRB issued an "Internet Warning Notice" citing 31 instances of non-compliant promotional materials for titles on their website, including outdated rating icons and missing content descriptors like "Blood" and "Strong Language." The developer was given 10 days to rectify the issues, avoiding escalation to fines but highlighting ESRB's proactive web audits. While public fines remain infrequent due to the self-regulatory nature and high voluntary compliance rates among ESA members, the $1 million cap—codified in —serves as a deterrent against , with repeated or severe infractions risking ESA membership .

Role in Averting Government Regulation

The Entertainment Software Rating Board (ESRB) was established in direct response to congressional scrutiny over content, particularly following U.S. Senate hearings on December 9, 1993, chaired by Senators Joseph Lieberman and , which highlighted violence in titles such as , , and Doom. These hearings, part of broader investigations into media effects on youth, threatened federal legislation mandating content ratings or restrictions on sales to minors if the industry failed to self-regulate. Prior fragmented efforts, like Sega's launched in June 1993, proved inadequate amid industry rivalries, prompting the Interactive Digital Software Association (now ) to form the ESRB on April 2, 1994, as a unified, independent non-profit entity. ESRB's rating system was formally announced to Congress on July 29, 1994, and became operational on September 13, 1994, featuring age-based categories and content descriptors to inform parental choices without government mandates. This voluntary framework satisfied lawmakers' demands, averting immediate regulatory intervention by demonstrating industry accountability; no federal content-labeling laws were enacted, preserving First Amendment protections for interactive media. The system's enforcement mechanisms, including retailer compliance pledges and escalating fines (up to $1 million by 2006 for violations), further bolstered its credibility, as noted in Federal Trade Commission reports praising ESRB's self-regulation as the "strongest" among entertainment sectors, with compliance rates exceeding 80% in undercover audits. Over time, ESRB's sustained effectiveness contributed to rebuffing subsequent regulation attempts, culminating in the U.S. Supreme Court's 2011 decision (June 27, 2011), which struck down a California law restricting violent game sales to minors and affirmed video games' constitutional status while implicitly endorsing the ESRB model over state impositions. By maintaining high —nearly universal among U.S. publishers—and adapting to new threats like undisclosed online content, ESRB has forestalled broader censorship, though critics argue it relies on congressional deference rather than ironclad legal barriers.

Privacy Policies and Data Handling

ESRB's Online Privacy Program

The ESRB Privacy Certified program, originally launched as in 1999, operates as a self-regulatory certification initiative for compliance in digital products and services, with a focus on the and toy industries. It provides third-party audits, policy reviews, and seals to verify adherence to U.S. laws such as the (COPPA) and broader global standards. The program received (FTC) approval as a COPPA Safe Harbor in 2001, allowing certified members to demonstrate compliance through self-regulation rather than direct FTC oversight, with subsequent modifications approved in 2005 and 2018 to align with updated COPPA rules. This framework emphasizes verifiable practices for collecting, using, and disclosing personal data from children under 13 and teens, addressing risks in games, mobile apps, websites, and connected devices. Membership is structured in two tiers—Standard and Premium—tailored to company size and needs, with annual fees scaled by corporate revenue. The Standard level supports up to 20 products annually, including initial risk assessments, policy drafting reviews, at least two compliance reports per year, spot audits, and assistance with complaints. Premium extends this to 20–40 products or complex portfolios, adding customized compliance portals, consultations on , in-depth third-party vendor vetting, and on-site audits. Both levels incorporate ongoing monitoring to ensure sustained adherence, leveraging ESRB's expertise in interactive to evaluate data practices specific to gaming, such as user interactions and location sharing. Certified entities benefit from regulatory updates, training resources, and partnerships with tools like age verification systems, reducing enforcement risks under COPPA and state laws. Two primary seals signify certification: the Kids Seal, which confirms COPPA compliance for child-directed products through mechanisms and data minimization, and the general Privacy Certified Seal, which extends protections to teen and adult audiences with enhanced disclosures on . These seals are displayed on product packaging, app stores, and websites, informing parents about verified practices—surveys indicate 96% of parents report greater comfort with Kids Seal-bearing games. The program mandates disclosure of specific behaviors, such as information sharing or user interactions, integrating with ESRB's broader to highlight implications in interactive elements. By 2023, it had certified numerous gaming companies, promoting transparency amid rising scrutiny of in metaverses and IoT devices.

Age Verification and Facial Recognition Proposals

In July 2023, the Entertainment Software Rating Board (ESRB), in collaboration with technology firms Yoti and SuperAwesome, submitted a proposal to the (FTC) for "Privacy-Protective Facial Age Estimation" as a new method of verifiable parental consent under the (COPPA). The system aimed to enable operators of child-directed websites and apps—particularly those participating in ESRB's Privacy Certified Program—to confirm that an individual providing consent for a child's was an over 18 years old, without retaining biometric data or linking it to personal identities. It utilized AI-driven analysis of a single facial image or short video clip, incorporating liveness detection to prevent spoofing, with processing occurring on the user's device or via secure, non-storing servers to minimize privacy risks. The proposal positioned facial age estimation as a less intrusive alternative to traditional COPPA methods like verification or video calls, which can be cumbersome for parents and operators. ESRB argued that the technology's accuracy—claimed to exceed 99% for distinguishing adults from children in controlled tests—would facilitate compliance while aligning with the FTC's emphasis on evolving tools, especially amid rising online in gaming and apps. However, initial media reports misrepresented the initiative as a tool for scanning children's faces to enforce ESRB game ratings at purchase, prompting ESRB to issue clarifications that it targeted only parental age verification for consent, not direct consumer age gating. On April 2, 2024, the FTC unanimously rejected the proposal in a 4-0 vote, denying approval without prejudice and allowing for potential resubmission with additional evidence. The agency cited concerns over the technology's real-world accuracy across diverse demographics, potential biases in age estimation algorithms, inadequate safeguards against data misuse, and insufficient validation of claims, despite the applicants' assertions of non-storage and device-based processing. advocacy groups, such as Secure the Online Privacy (S.T.O.P.), criticized the plan as enabling unnecessary biometric in gaming contexts, arguing it could normalize facial scanning for minors' ecosystems even if indirectly applied. The rejection underscores ongoing tensions between technological innovation for age assurance and regulatory scrutiny of under COPPA, with ESRB indicating plans to refine and refile the application amid broader FTC reviews of kids' rules. No implementation occurred, preserving existing mechanisms within ESRB's framework, though the episode highlighted industry interest in AI alternatives to address enforcement challenges in digital environments.

Marketing and Public Engagement

Promotional Campaigns for Parental Awareness

The ESRB has conducted multiple (PSA) and outreach campaigns since the mid-2000s to increase parental familiarity with its , emphasizing the use of age recommendations, content descriptors, and rating summaries for informed purchasing decisions. These initiatives often partner with parent-teacher associations (PTAs), elected officials, and sports organizations to distribute educational materials through schools, community events, and media. In April 2008, the ESRB collaborated with the National PTA on a national campaign providing toolkits to local PTAs, including brochures, posters, and guides on ESRB ratings, in consoles, and safety features to facilitate parent education sessions. This effort aimed to empower PTAs to host workshops reaching thousands of families annually. A 2012 campaign featured print and online ads illustrated by , humorously highlighting the prominent ESRB rating icons on game packaging to remind parents of their availability, coinciding with surveys showing 85% parental awareness but variable usage rates. Building on this, partnerships with professional sports teams, such as the San Francisco Giants in May 2012 and the in November 2011, produced PSAs with athletes urging parents to check ratings for age-appropriate content. More recently, the December 2020 "Stay Well, Play Well" campaign targeted pandemic-era challenges by promoting ESRB tools alongside console and time-management features to balance and content suitability. These efforts underscore the ESRB's self-regulatory strategy to preempt stricter government oversight by fostering voluntary parental engagement.

Integration with Industry Marketing Practices

The Entertainment Software Rating Board (ESRB) integrates its ratings into marketing through mandatory display requirements and oversight by the Advertising Review Council (ARC), which has enforced industry guidelines since 2000. Publishers are required to submit promotional materials—such as packaging, trailers, billboards, television commercials, and digital storefront assets—for pre-release review to ensure ratings are prominently featured and accurately represent the game's content. Qualifying advertising for physical games sold in the United States and must include the ESRB rating icon, content descriptors, and any interactive elements, positioned to meet specific visibility standards, such as occupying at least 10% of the screen height in video ads for the initial 2 to 4 seconds depending on length. These practices extend to audience targeting and content restrictions to prevent misleading or inappropriate promotion. Advertisements for Teen-, Mature-, or Adults Only-rated games must avoid placement in media directed at younger audiences, such as children's programming or kid-focused outlets, and cannot glorify , sexual content, drug use, or offensive language beyond general-audience suitability; for instance, depictions of blood are prohibited in most television and paid video ads. Publishers are explicitly barred from leveraging the ESRB rating itself as a selling point, such as claiming a game "pushes the limits" of its category, to maintain the system's integrity as an informational tool rather than a promotional feature. Compliance fosters targeted marketing strategies, where higher-rated titles are directed toward adult demographics via age-appropriate channels, aligning with self-regulatory codes originating from the Interactive Digital Software Association's 1995 Advertising . For digital games and apps, while ARC review is voluntary upon request, ESRB guidelines encourage similar rating disclosures in marketing to extend parental guidance across platforms. Violations, such as incorrect rating icons or age-inappropriate ad placements, trigger ARC enforcement actions including fines, ad withdrawals, or corrections, with ongoing monitoring contributing to high parental (84%) and usage (73%) of ratings as reported in ESRB surveys. This integration supports by embedding content transparency into workflows, reducing risks of regulatory scrutiny while enabling publishers to segment audiences based on verified suitability.

Usage Statistics and Parental Adoption

Surveys on Parental Awareness and Use

The Entertainment Software Rating Board (ESRB) commissions annual surveys through Hart Research Associates to assess parental awareness and utilization of its among parents of children aged 3 to 15 who play video games. In the 2024 survey, 84% of such parents reported awareness of ESRB ratings, consistent with the 2023 findings. Additionally, 78% indicated they regularly check ratings prior to purchasing games for their children. Earlier ESRB surveys reflect sustained high awareness levels, with 86% of parents buying physical games aware of ratings in , and 76% checking the age rating specifically. Usage patterns show parents leveraging ratings for content decisions, as 73% reported using ESRB information in 2023 to evaluate appropriateness beyond age alone. Historical data from 2007 indicated 60% of parents never permitted children under 18 to play Mature-rated games, demonstrating restrictive application. Independent studies corroborate these trends with slight variations. A survey found 75.1% of parents pay attention to ESRB ratings, while 78.2% believed they understood the categories. A 2009 Harrison Group and study reported 70% of gaming parents pay close attention to ratings during purchases. These figures suggest broad familiarity but highlight that awareness does not always translate fully to consistent scrutiny, particularly for digital downloads or in-app content.

Compliance Rates at Retail and Online

The U.S. conducts undercover shopper surveys to assess enforcement of ESRB age ratings at physical retail locations. A 2013 FTC survey, based on attempts in 2012, found that retailers refused to sell Mature (17+) rated games to minors 84 percent of the time, marking the highest compliance rate among entertainment sectors including movies, music, and DVDs. This represented an improvement from prior years, with the ESRB citing FTC data showing consistent denial rates around 87 percent for underage attempts to purchase M-rated titles at retail stores. The ESRB Retail Council, comprising major chains, promotes voluntary policy adherence through training and audits, contributing to sustained high enforcement levels exceeding 80 percent in subsequent assessments. Compliance varies by retailer type, with larger chains demonstrating stronger adherence due to standardized training programs mandated by the ESRB's . For instance, specialty stores and big-box electronics retailers consistently outperform general merchandise outlets in denying restricted sales, as evidenced by FTC patterns across multiple surveys. Fines for non-compliance are rare but possible under ESRB guidelines, up to $1 million for repeat violations, though the system's self-regulatory nature relies primarily on reputational incentives and retailer partnerships rather than mandatory penalties. Data on online and compliance remains limited compared to retail, with no equivalent FTC undercover studies available due to the challenges of verifying age in virtual transactions. Platforms such as , , and Xbox Live implement self-reported age gates and ESRB rating displays aligned with industry policies, but enforcement depends on user honesty without routine ID verification, potentially allowing circumvention by minors. ESRB oversight extends to digital ratings via partnerships like the (IARC), yet public empirical measures of sales denial rates for restricted content online are scarce, highlighting a gap in verifiable enforcement metrics relative to physical stores.

Industry Impact and Economic Effects

Influence on Game Sales and Development Decisions

A 2015 econometric analysis of the top 100 best-selling video games from 2000 to 2014 found that ESRB ratings generally exert a negative influence on sales as the rating level increases, with Mature (M) and Adults Only (AO) designations correlating with reduced unit sales compared to Everyone (E) or Teen (T) ratings, though T-rated games showed a positive sales effect relative to E-rated ones due to broader teen appeal without fully alienating family buyers. This pattern reflects parental reliance on ratings for purchase decisions, limiting higher-rated titles' access to underage markets and retail placements, as evidenced by AO-rated games like (2009) being effectively barred from major U.S. retailers, resulting in negligible domestic sales. Between 2000 and 2010, ESRB data indicated that over half of total sales in the U.S. derived from "child-friendly" titles rated E or E10+, underscoring how lower ratings facilitate higher volume through expanded demographic reach and reduced scrutiny from parents and regulators. In contrast, M-rated blockbusters like (2013) achieved massive sales—over 200 million units lifetime—but often underperform relative to potential if rated lower, as developers note that M designations cap family-oriented revenue streams. In development, ESRB ratings prompt preemptive content adjustments to secure favorable classifications, with studios routinely self-censoring elements like , , or to avoid M or AO labels that could shrink market size by 20-30% through lost teen and parental purchases. For instance, developers targeting the 10-14 age bracket often dilute to attain T ratings, influencing narrative and mechanic choices from early prototyping to preserve retail compliance and marketing flexibility, as rating systems provide enforceable guidelines that sidestep stricter government oversight. This causal dynamic prioritizes commercial viability over unrated creative risks, with rare AO pursuits leading to console bans or console-specific edits, as seen in The Last of Us Part II (2020) variants tailored to rating thresholds.

Effects on Content Moderation and Market Segmentation

The ESRB rating system has prompted video game developers to incorporate into their design processes, often altering elements like , , or suggestive themes to secure lower age classifications and maximize commercial viability. Publishers submit games for rating based on provided materials, but if the assigned category—such as Mature (17+) or Adults Only (18+)—limits distribution, as many retailers refuse to stock AO-rated titles, developers frequently revise content and resubmit for re-evaluation. This iterative approach, formalized since the ESRB's in , encourages proactive self-regulation to avoid restrictive outcomes that could hinder sales or lead to government oversight. Such modifications exemplify causal effects of the rating board on creative choices, where aiming for Teen or Everyone ratings expands audience reach but may dilute intensity, as seen in cases where initial Mature assignments prompted cuts to gore or language for broader appeal. While this preserves industry over potential legislative , some developers perceive the process as imposing de facto limits on expression, prioritizing market access over unfiltered content. Empirical evidence from development practices shows ratings inform early scripting and asset creation, with higher-risk elements tested against descriptors like "Intense Violence" or "Strong Sexual Content" to calibrate for target demographics. On , ESRB ratings delineate consumer groups by age suitability, enabling publishers to tailor releases: Everyone-rated games dominate family-oriented segments, comprising nearly 50% of 2024 U.S. titles, while Mature ratings sustain dedicated adult markets without broader regulatory threats. This bifurcation supports differentiated strategies, as lower ratings facilitate mass-market penetration via parental approval, whereas higher ones underpin franchises like , which thrive on mature themes post-1997 without inviting uniform industry-wide restrictions. Parental reliance on ratings—84% awareness and 73% usage per ESRB surveys—reinforces segmentation by guiding purchases, correlating with sales patterns where ratings signal content boundaries and influence retailer stocking. Quantitative analyses confirm ratings' role in outcomes, with studies finding Mature designations often align with elevated sales in violence-prone genres due to targeted appeal, though Everyone ratings capture volume-driven segments; for example, a 2015 examination of U.S. sales data revealed ESRB categories as predictors of popularity, independent of other factors like genre or platform. This structure mitigates uniform censorship risks, allowing segmented viability: lower-rated titles prioritize accessibility for minors under parental guidance, while higher ones exploit adult demand, evidenced by sustained revenue from M-rated blockbusters amid overall industry growth.

Reception, Achievements, and Criticisms

Achievements in Self-Regulation and Parental Tools

The (ESRB), established in 1994 by the Interactive Digital Software Association (now the ), exemplifies successful by implementing a voluntary ratings system that preempted federal government mandates following 1993 congressional hearings on violence. This framework has preserved creative freedom for developers while providing transparent content information, earning recognition as the most effective entertainment rating system in the United States according to regulators and policymakers. The U.S. Supreme Court's 2011 decision in affirmed the ESRB's role, rejecting state-level restrictions on sales to minors and underscoring the system's adequacy in enabling informed parental choices without infringing First Amendment protections. Enforcement through self-regulatory mechanisms, such as the Advertising Review Council (ARC) established in 2000, has sustained high industry compliance by monitoring marketing practices, requiring prominent display of ratings on and ads, and imposing corrective actions like fines or ad withdrawals for violations. Retail compliance remains robust, with (FTC) assessments reporting an 87% rate of denying Mature-rated games to minors in 2013 and an 80% adherence to store policies in 2009, reflecting effective voluntary adherence over government oversight. The ESRB's Privacy Certified program further extends self-regulation to data practices, certifying apps that meet standards for children's privacy and boosting parental trust, with over 67% of parents reporting greater comfort in allowing certified games. The ESRB's ratings, supplemented by content descriptors and interactive elements labels introduced in 2013, serve as practical parental tools, with 2024 research indicating 84% parental awareness and 78% routinely checking ratings prior to purchases. Among aware parents, 73% regularly use the to assess game suitability, correlating with reduced exposure to age-inappropriate content through informed . These tools integrate with platform-specific on devices like consoles and PCs, enabling restrictions on playtime, spending, and online interactions, a combination praised by the FTC and for empowering caregivers without necessitating broader regulatory intervention. In 2024, 65% of assigned ratings fell into Everyone or Everyone 10+ categories, aligning with family-oriented market segments while delineating mature content.

Criticisms Regarding Rating Accuracy

A study analyzing 81 Teen-rated video games found that ESRB content descriptors accurately indicated in 77 of 81 applicable cases (95%), but only matched the presence of in 22 of 81 games (27%) and sexual themes in 16 of 20 games (80%). The researchers observed that nine of ten games containing multiple objectionable elements lacked complete descriptor warnings, suggesting systematic underreporting of content intensity or specifics. Critics have pointed to the ESRB's reliance on publisher-submitted footage and descriptions, which may selectively omit extreme sequences, as a structural leading to initial inaccuracies. For instance, post-release rating revisions have occurred in cases like the (2015), initially rated E for Everyone but upgraded to T for Teen upon identification of animated blood and intensified violence in archived titles from the series. Similarly, (2012) saw its rating adjusted from E to T after reviewers noted blood effects and stronger language overlooked in the submission process. A 2015 analysis of 919 video games revealed that ESRB ratings frequently omitted tobacco-use descriptors despite depictions in 68 titles, with only four flagged appropriately, exposing players—particularly youth—to unwarned pro-tobacco imagery. Such gaps have fueled arguments that the system's self-regulatory model, funded by the industry it rates, incentivizes leniency to avoid higher classifications that could limit . Independent evaluations contrast with ESRB-commissioned surveys claiming 91% parental confidence in descriptor accuracy, highlighting potential overreliance on self-reported satisfaction rather than empirical content audits.

Controversies Over Specific Ratings and Hidden Content

The "Hot Coffee" modification for , released in October 2004, exposed a hidden, sexually explicit mini-game embedded in the game's disc files but rendered inaccessible in the retail version through code alterations by developer . The mod, created by a third-party user and disseminated online in mid-2005, depicted interactive sexual animations between the protagonist and female characters, prompting public outcry and congressional scrutiny over the initial Mature (17+) rating's adequacy. On July 20, 2005, after investigating submitted materials and the unaltered code, the ESRB revoked the M rating and reclassified the title as Adults Only (18+), determining that the content's presence on shipped discs constituted undisclosed material warranting the higher descriptor for strong . This decision triggered immediate retail withdrawals across major chains like and Target, a $24.5 million FTC settlement with publisher in 2006 for misleading ratings submissions, and over 200 class-action lawsuits alleging consumer deception. Rockstar responded by releasing a patch to excise the code entirely, restoring the M rating for patched versions, though critics contended the requirement absolved the base of responsibility. In response to the incident, the ESRB implemented stricter protocols effective September 2005, mandating publishers to disclose all potentially rating-relevant content on discs—including hidden, unlockable, or mod-accessible elements—regardless of intended , with audits required by January 9, 2006, and potential re-ratings for non-compliance. This shift addressed longstanding critiques that the ESRB's review process, reliant on publisher-provided edited videos rather than exhaustive gameplay, systematically overlooked embedded but non-obvious content. Separate disputes over specific ratings have arisen when unlockable or optional content blurred descriptor boundaries, as in Mortal Kombat series entries where graphic fatalities were deemed integral despite toggle options, leading to consistent M ratings amid violence debates, though without formal re-ratings. Proponents of reform argue such cases underscore causal gaps in self-disclosure reliance, potentially understating risks for parental guidance, while ESRB defends the system as effective post-Hot Coffee, with no equivalent scandals since the policy overhaul.

Debates on Microtransactions, Loot Boxes, and Gambling Elements

In response to growing concerns over microtransactions and loot boxes in video games, the Entertainment Software Rating Board (ESRB) introduced an "In-Game Purchases" interactive element descriptor on February 27, 2018, applicable to physical game packaging starting that spring. This label alerts parents to the presence of optional purchases, encompassing cosmetic items, gameplay advantages, and randomized loot boxes, without altering the game's core age rating. On April 13, 2020, the ESRB refined the descriptor to explicitly note when purchases could yield "random items," aiming to distinguish loot boxes—virtual containers offering unpredictable rewards—from deterministic microtransactions. The ESRB maintains that loot boxes do not constitute under its criteria, as players always receive some virtual item upon purchase, eliminating the risk of total stake forfeiture inherent in traditional wagering. This stance, articulated amid the 2017 controversy surrounding Star Wars Battlefront II's loot boxes, emphasizes psychological rewards over financial loss, with the organization arguing that such mechanics resemble surprise collectibles rather than bets. ESRB representatives have described loot boxes as "fun" features when disclosed, positioning the descriptor as sufficient for parental awareness without necessitating gambling-specific warnings. Critics, including consumer advocacy groups and researchers, contend that the ESRB's approach understates the gambling-like risks of es, which rely on chance-based rewards funded by real currency and can foster compulsive spending akin to variable-ratio reinforcement schedules in slot machines. Empirical studies have linked frequent engagement to symptoms, particularly among adolescents, with one analysis of over 7,000 finding associations with disordered spending independent of broader game . The "In-Game Purchases" label has been faulted for vagueness, as comprehension tests reveal most fail to grasp its implication of , perceiving es as riskier than fixed microtransactions but less so than actual —yet still inadequate for informed . Further scrutiny highlights inconsistencies in ESRB enforcement, with compliance audits showing only 39.4% alignment between ESRB and European labels for presence, often due to non-retroactive application and commercial pressures on self-regulation. organizations like have urged the ESRB and to mandate odds disclosure and spending limits, arguing that mere presence warnings fail to mitigate harms for minors, who lack impulse control and may incur unmonitored charges. Proponents of stricter measures view the ESRB's voluntary framework—industry-funded and non-binding—as inherently lenient, potentially prioritizing developer revenue over of financial and psychological costs, though defenders note its evolution reflects proactive adaptation without government overreach.

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