|
Testimony of Douglas Lowenstein
President, Interactive Digital Software Association
Before the
Senate Committee on Governmental Affairs
Regarding Entertainment Rating Systems
July 25, 2001
Good morning, and thank you for inviting me to testify today
on entertainment rating systems. I am testifying today on behalf
of the Interactive Digital Software Association 1 the trade body
representing U.S. video and computer game software companies.
Our members publish games for use in the home. In 2000, the
industry generated $6 billion in retail software sales, and
analysts forecast that this will double or nearly triple in the
next three to five years.
We wholeheartedly agree that the issue of media ratings is an
important one for America's parents. We ’re
very proud of the fact that Chairman Lieberman and others have
called the video game rating system operated by the
Entertainment Software Rating Board (ESRB) the best
entertainment rating system in the country. We are committed to
providing America's parents with the tools they need to make
informed decisions on the games they permit their children to
play, and the Chairman well knows the numerous voluntary steps
we’ve
taken as an industry to raise awareness of the rating system and
calibrate it so it meets the needs of all consumers, including
parents.
You have asked us to address the issue of the reliability and
accuracy of the current video game rating system, as well as
whether replacing the current entertainment rating regimes with
a uniform content rating system is desirable. Let me address
each of these questions. But before doing so, I want to make
some broader points about our industry and our customers.
Majority of Game Players are Adults, not Kids
First, the myth that video games are played predominantly by
teenage boys is wrong.
In fact, the primary audience for video games is NOT
adolescent boys. According to research by Peter Hart last
year, 145 million Americans –
60 percent of the population -- say they play computer and video
games, and their average age is 28 years old; 61 percent of all
game players are over 18, 35% are over 35 years old, and 13% are
over 50; 43% of those who play computer and video games are
women.
70% Of Games Appropriate for Everyone; only 9% Are Rated
Mature
Second, let me dispel the myth that most video games are
rated Mature and have significant levels of violence. Again,
this is inaccurate. With the demographics of the industry
changing rapidly, so too has the type and mix of products
published by game companies. Contrary to popular perceptions,
most games do not contain significant levels of violence.
In fact, the video game rating system the industry voluntarily
set up six years ago, and which has been widely praised
(the FTC called it "the
most comprehensive"
of any of the systems it studied), has rated nearly 8,500 titles
of which only 9% carry a Mature rating indicating significant
violent content. Seventy percent are rated for Everyone over
six. In 2000, only 117 out of over 1,600 titles released
were Mature games, and these represented just 9% of total sales.
Not only are most games appropriate for everyone, but also
most of the best sellers are not violent. For example, in
the last six months, the top selling games have been the Sims,
Pokemon, Roller Coaster Tycoon, and racing and sports
games. In 2000, only two of the top selling PC and video
games year were rated M, and 16 were rated Everyone. So far
through June 2001, only two of the top selling computer and
video games are rated mature, compared to twelve that are rated "E"
and six that are rated "T".
What all this reflects is the fact that video games are now
mass market entertainment and the range and diversity of
products has widened, resulting in a substantial market for
casual games like puzzle, board, and card games, and hunting and
fishing titles, in addition to staples like racing, football,
and action games.
In short, this industry has seen its sales double since 1995
and the bulk of that growth has been fueled by consumers over
the age of 18 and by games whose content has broad appeal.
Parents and Adults, Not Kids, Actually Purchase At Least
Eight Out Of Ten Games
One last critical point of context: unlike other
entertainment products, most newly released video games cost
anywhere from $40-60. Thus, it’s
not surprising then, when you add this to the fact that a
majority of consumers are adults that IDSA research finds that
nine out of every ten video games are actually purchased by
someone over 18. Furthermore, 83% of the kids who do buy games
say they have the permission of their parents to do so.
Similarly, in a survey completed by Peter Hart last Fall, 83% of
parents said they "
try to watch or play at least once every game that their child
plays to determine whether it is appropriate."
Notably, the FTC’s
own survey confirms these findings. "It
is clear that most parents are able to play a watchd og role
when they choose to do so...According to parents’
responses, [83%] are involved in the actual purchase
transaction; 38% report that they usually purchase or rent the
games, and another 45% of parents do so together with the child."
So any discussion of how our industry markets its products
must bear in mind the fact that a majority of those who buy and
use our products are adults, not kids, so parents are still
almost certainly going to be involved in the actual purchase. As
the FTC said,
" This level of
parental involvement, either at the point of selection or
purchase, means that most parents have the opportunity to review
rating information or to check the product
packaging to determine whether they approve of the game’s
content."
Put another way: if a child has a game that ’s
not appropriate for him or her, chances are that Mom or Dad is
the one who bought it.
This does not mean our industry does not have an obligation
to market products responsibly and to label them accurately. But
it does mean that parents are the first, last, and best line of
defense against products that are not appropriate for their
children.
Accuracy of Ratings
The catalyst for concern about the accuracy of the
Entertainment Software Rating System (ESRB) is research released
in the June issue of Pediatrics magazine and conducted by
the National Institute for Media and Families (NIMF), an avowed
critic of entertainment industry rating systems. The article
makes sweeping claims characterizing "overall"
research as suggesting that there is a "poor
correspondence"
between industry ratings and content, making the ESRB ratings "not
valid."
Bluntly, the article vastly overstates the results of the
research, and does not support the broader claim questioning the
validity of industry ratings. Indeed, articles of this sort,
based on research of this kind, are a disservice to those who
seek an informed debate on the merits of this important issue.
With respect to the NIMF research, the article itself
acknowledges that the sample used "is
not random and may be biased."
Really, that about says it all. Even the authors themselves aren’t
prepared to defend the research as reliable. Indeed, they are
quite correct to urge caution when interpreting the data. The
sample size of 55 is extremely small and is drawn from a single
city. I know of no serious researcher who would argue that the
results could be nationally projected. Ask your own pollsters
whether they would ever give you advice based on a sample size
of 55 people drawn from a single few blocks of your state?
Moreover, the sample is extremely biased by the fact that
nearly two-thirds of the participants were child development
professionals or people who worked professionally with children.
Again, this is not even remotely representative of the
population at large, and certainly not of the parent population
nationally.
The ESRB Rating System
In contrast, we believe the ratings assigned by the
independent raters of the Entertainment Software Rating Board (ESRB)
accurately reflect the content of the games produced by this
industry. The ESRB raters are drawn from a demographically
diverse cadre of individuals, a fact that alone makes their
findings more valid and credible than those generated by the
NIMF "raters."
I understand that a parent will testify today that she strongly
disagrees with the rating of a particular video game. I respect
her views and opinion. But I do not concede that her opinion is
more valid than that of the demographically diverse panel of
raters used by the ESRB, or that it invalidates extensive
consumer research conducted by ESRB to test the accuracy of its
ratings.
The ESRB research was conducted by the nationally respected
research firm Peter Hart and Associates in a far more scientific
manner than that of the NIMF. The research involved
mall-intercept interviews with 410 adults nationwide, including
246 parents who were shown videotapes of game clips and asked to
rate them based on the ESRB standards. The survey found that "in
84% of all instances, games are rated equal to or less strictly
than the official ESRB rating."
Hart found that the ESRB is "twice
as likely to be more conservative than the public"
in rating decisions. With respect to the content descriptors
that accompany the age ratings, the survey found "participants
are generally in agreement with the ESRB on violence
descriptors, and in instances in which there is disagreement,
they are usually less strict than the ratings board."
In short, the ESRB ratings are reliable and effective.
Inevitably, some parents, including the witness this panel
has heard from, will have different views of the accura cy of
the rating of some games. We found that in ESRB ’s
research. But let’s
look beyond the rhetoric and examine what NIMF actually found:
the study reported that fewer than one out of five raters –
just one out of five -- disagreed with the Teen rating assigned
by the ESRB. That’s
hardly surprising. The fact that 18% of the NIMF raters disagree
with the rest of the sample does not necessarily reflect a flaw
in any of the rating systems; rather, it reflects the broad
diversity of opinion that exists in a free society where
individual parents have different views about what is acceptable
and appropriate for millions of children. Indeed, it would be
far more surprising if there was universal agreement.
As the Committee may know, NIMF has its own rating system.
But I am confident that I could conduct a survey and find at
least one out of five persons disagreeing with its conclusions
as to how to rate video games, films, TV programs, and other
content. However, I would not sit here and tell you that I have
found the Achilles heel of the NIMF. All I will have done is
shown that people disagree when it comes to their reactions to
the same piece of entertainment.
NIMF ’s
proposal to create a "big
brother"
committee of super raters will create no greater likelihood that
parents will agree with the ratings than any industry system
because it ultimately will remain a subjective process. The only
difference is that the biases of the "super
raters"
will be substituted for the views of a demographically diverse
cross section of Americans. But that does not mean a more
accurate result.
However, ESRB does value expert input. In fact, seven years
ago, before NIMF came on the scene, the ESRB itself created an
advisory board made up of some of the most distinguished names
in child development and child advocacy to advise it on how the
rating system is serving the needs of parents. This advisory
panel includes such persons as Dr. Jeffrey Cole, Director,
Center for Communication Policy, UCLA, Karen Jaffe, Executive
Director, Kidsnet, Dr. Lewis Lipsitt, Founding Director, Child
Study Center, Brown University, Dr. Parker Page, President,
Children ’s
Television Resource and Education Center, Mary Ellen Fise,
Consumer Federation of America, and Dr. Rosemarie Truglio,
Director of Research, Children’s
Television Workshop. ESRB has made several changes in its
ratings over the years as a result of input from the academic
advisory panel, and as a result of research it periodically
conducts.
NIMF has also said that "most
parents still do not understand"
the ESRB ratings. I think that reflects a rather dim view of the
intelligence of American parents. There is nothing especially
complex about the ratings –
the age categories are self-explanatory and the content
descriptors direct and clear. Moreover, most video game
packaging clearly describes the contents, both through screen
shots and marketing text. It’s
rarely a mystery.
IDSA does agree that parental awareness of the ratings is not
as high yet as we would like. And we ’ve
been working hard to change that. We have launched a
multi-faceted public education campaign to increase public
awareness and usage of the system, including PSA’s
with Tiger Woods and Derek Jeter, point of sale educational
partnerships with retailers, and outreach to medical groups and
organizations like NIMF. Candidly, we’ve
been quite disappointed at the reluctance of those who profess
to support parent education to actually step out of the critics’
peanut gallery and join the effort to raise use of the ESRB
ratings. In any event, we will continue to search for ways to
bring our rating system to the widest audience of parents. We
believe this is by far the best way to help parents make the
right decisions for their children.
Beyond these steps, we ’ve
actively encouraged retailers to stop selling Mature rated games
to persons under 17 even though the Mature rating itself does
not say that a title is not appropriate for a person under 17;
rather, the rating says that the content "may
not be suitable"
for a person under 17, and notwithstanding the fact that
enforcement often means that video games are treated more
harshly at retail than other entertainment offerings.
Universal Ratings
Let me close by addressing the issue of a universal ratings
system. I believe such a system is unworkable and undesirable.
First, the content and nature of diverse entertainment is far
too different to lump them together under a universal rating.
Motion pictures and television programs are usually a passive
experience involving visual depictions of real actors in real
situations; video games, by contrast, are interactive
experiences that typically depict animated characters in fantasy
environments; recordings are not visual at all. The difficulties
in adopting a one-size-fits-all ratings system for such diverse
media are enormous and likely to produce precisely the kind of
parental confusion sponsors are hoping to avoid.
Moreover, there is not a shred of evidence that consumers are
confused by these existing ratings; indeed, what is confusing
about a "PG-13"
rating for a motion picture or a "Mature
for Violence"
rating for a video game? A mandated universal ratings system
will put the government squarely into the business of regulating
content by allowing it to develop ratings standards. In
addition, it means the Executive Branch or Congress could change
content standards on a periodic basis to react to whatever
political position is in vogue. This is a deeply unsettling
prospect.
Further, it is unconstitutional, based on U.S. Supreme Court
precedent, for the government to impose fines and/or prison
terms on retailers or producers who fail to adhere to a system
for rating violent content, as this bill would require.
The breadth of the First Amendment in this regard is
essential to protect pivotal constitutional tenets. Ask
yourself, do we really want the Federal Government to set
content standards for its citizens? What will prevent Congress
from passing "rating
standards"
for other form of expression such as art, photography, books or
the Internet? Once we start down this slippery slope of
government imposed content standards, the line of
constitutionally protected freedoms gets blurred.
The fact is that consumers understand movie ratings, which
have been in effect for 30 years. Their awareness and
understanding of the seven year-old video, PC, and Internet game
rating system is building, and they are just getting used to the
new TV ratings. The universal ratings legislation would
essentially undo years of hard work at building consumer
knowledge and cause consumer confusion for years to come.
Mr. Chairman, our industry has demonstrated an exceptional
sensitivity to the concerns you and others have expressed about
violent video games. We continue to listen to legitimate
concerns and, where appropriate, take action. ESRB will continue
to regularly evaluate its rating system. We think our overall
self-regulatory program is getting the job done, and we ’re
proud of it. Thank you.
|