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Helping parents understand the content of video games

Updating the ESRB rating system

Bibliographic Data

ID21190836
AuthorsSophie Duffy (McGill University, corresponding author), Jeffrey Derevensky (McGill University), Jeffrey L Derevensky (0000-0001-6947-2987, McGill University)
Year2022
Volume16
Issue4
Pages606-612
Publication date2022-10-02
Open AccessNo
TypeARTICLE
VenueJournal of Children and Media (JOURNAL)
Journal identifiersISSN: 1748-2798 • E-ISSN: 1748-2801
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/17482798.2022.2124696
OpenAlexW4312451498
LanguageEN
Citations received1
References cited10

Video gaming has changed dramatically over the past three decades. A greater number of in-game features, life-like appearances, streaming, and new modes of gameplay have made video gaming engaging to all age groups. The Entertainment Software Association (ESA) represents the North American video gaming industry and established the Entertainment Software Rating Board (ESRB) in 1994. The purpose of the ESRB was to provide parents and consumers with more information about the potentially problematic content and features in video games by creating video game ratings. Although video games have changed over the decades, the ESRB has undergone minimal changes. This commentary critically investigates the current ESRB rating system to propose methods for improvement both internally and externally. Two major areas of improvement were identified for the ESRB. The first was to provide parents with more information on the contents and interactability of video games by adding to and modifying the existing ratings. The second was to take measures to improve the video gaming industry’s understanding on how to best protect consumers through changes to the internal ESRB rating structure and creating external research partnerships. We call upon the ESRB and ESA to better inform parents and protect consumers from potentially harmful video gaming content and features

Advertising · Business · Entertainment · Internet privacy · Multimedia · Political science · Video game · Child Development and Digital Technology · Computer Science · Digital Games and Media · Impact of Technology on Adolescents

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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