Beyond Today’s Video Game Rating Systems

@article{Felini2015BeyondTV,
  title={Beyond Today’s Video Game Rating Systems},
  author={Damiano Felini},
  journal={Games and Culture},
  year={2015},
  volume={10},
  pages={106 - 122}
}
  • D. Felini
  • Published 1 January 2015
  • Political Science
  • Games and Culture
The current classification systems for video games are first attempts at protecting children from the real or imaginary influence of potentially harmful contents. These systems, however, are based on questionable principles, for two reasons. First, analyzing the Pan European Game Information (PEGI) and the Entertainment Software Rating Board (ESRB) from a pedagogical point of view, one cannot but notice that they are inherently flawed by contradictions and confusion of different perspectives… 

Tables from this paper

Age Classification of the Existing Digital Game Content Rating System Across the World: A Comparative Analysis
The negative effects of playing digital game with harmful content demonstrate that children indeed need to be protected. Thus, many countries implemented digital game content rating system with
How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes
  • M. Perks
  • Sociology, Economics
    Games and Culture
  • 2019
Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism,
Young people’s use of video games as entertainment: Motivations and perceived implications, with a focus on the social aspects of video gaming.
3 Chapter 1 1.0 Introduction 15 1.1 Author’s background and relevance of the topic 15 1.2 The increasing use of video games and the shift in how they are played by CYP 16 1.3 Research Aims 18 Chapter
Video game playing among preschoolers: prevalence and home environment in three provinces from Turkey.
TLDR
Investigating the video game habits and their relationship with home environment in children 2-5 years in Turkey found that one-quarter of 1245 preschoolers were found to play video games.
Developing Pedagogical Materials on Media Policy
  • K. Poels
  • Education
    The Palgrave Handbook of Methods for Media Policy Research
  • 2019
Digital games can be used as a pedagogical tool for media policy matters. As a medium, digital games have characteristics that hold potential for achieving typical pedagogical goals such as knowledge
Safe and inclusive educational apps: Digital protection from an ethical and critical perspective
The mediated use of technology fosters learning from early childhood and is a potential resource for inclusive education. Nevertheless, the huge range of options and exposure to interactive digital
Aplicaciones educativas seguras e inclusivas: La protección digital desde una perspectiva ética y crítica
The mediated use of technology fosters learning from early childhood and is a potential resource for inclusive education. Nevertheless, the huge range of options and exposure to interactive digital
Application of Developers' and Users' Dependent Factors in App Store Optimization
TLDR
Results from analyzing collected data show that developer dependent elements can be better optimized in the app store optimization.
...
...

References

SHOWING 1-10 OF 15 REFERENCES
A validity test of movie, television, and video-game ratings.
TLDR
Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings, and ratings can have value if used with caution.
A Gameplay Definition through Videogame Classification
TLDR
This article will study the nature of recurrent diagrams within rules of videogames, especially the link they seem to have with two types of game rules: the rules that allow the player to "manipulate" the elements of the game, and the rules defining the "goal" of thegame.
Video Games and the ESRB
Video games are a popular form of children’s entertainment in the United States. As of 2004, approximately 83 percent of homes with children between the ages of 8 and 18 had video game consoles, and
Exposure of Violent Video Games to Children and Public Policy Implications
As the popularity of violent video games increases, many concerned parents and legislators are trying to legally restrict the purchase or rental of these adult-oriented games from minors. Numerous
Pedagogy of Play
Abstract“Pedagogy of play” focuses on the educational value of this field of experience, by claiming that play characterizes the two fundamental guidelines which are at the basis of education; the
Children and the internet: great expectations, challenging realities
Is the internet really transforming children and young people's lives? Is the so-called `digital generation' genuinely benefiting from exciting new opportunities? And, worryingly, facing new risks?
LAUNCHING A NEW JOURNAL
The idea for a journal devoted exclusively to children and media seemed to have matured at a very ripe time and was met with great enthusiasm from colleagues around the world. Most agreed that there
Children's Media Policy
  • A. Jordan
  • Political Science
    The Future of children
  • 2008
TLDR
The need to balance the media industry's potentially important contributions to the healthy development of America's children against the consequences of excessive and age-inappropriate media exposure is addressed, along with the relevance and efficacy of today's media policy given the increasingly rapid pace of technological change.
After the Death of Childhood: Growing Up in the Age of Electronic Media
TLDR
This chapter discusses the changing nature of childhood, as well as children's media rights, and the role that media has played in this development.
...
...