Age Rating for Virtual Reality Games: Less Restriction, More Information

34 Pages Posted: 9 Feb 2020

Date Written: May 9, 2017

Abstract

Harmful content in video games, such as violence or pornography, is not a particularly new topic. Hundreds, if not thousands, of books and articles have been written on the various effects video games may have on those who play them. For years, video games have been regarded with suspicion and relentlessly blamed for shootings and other expressions of violent or concerning behaviour in children, adolescents and even adults. Yet, despite the breadth of the conducted research, no direct causal link has thus far been shown to exist between video games and the numerous claimed negative effects. However, despite no unequivocal answer having been given to the question of what (if any) harmful effects video games may have on gamers, with conflicting answers being put forward instead, the accumulated weight of the research as well as media scaremongering have, at times, led to outbreaks of ‘moral panic’ and raised in parents real concerns about the types of video games their children have access to. To address these concerns, various content rating systems have been established to provide individuals, especially parents, with clear, comprehensive, and reliable information and assist them in making informed decisions regarding the games they and their children play. And whilst these systems have not escaped criticism, they have been generally considered to work well and been regarded by parents as useful.

However, it appears that the time has come to revisit the topic of harmful content in video games and the appropriateness of existing rating systems in light of virtual reality (VR)-technology gaining more and more market relevance and the high level of immersion and realness it introduces into video games. As an introduction to the discussion, this paper will briefly examine the operation of the main rating systems and the immersive nature of VR. It will then take a closer look at the particular risks gamers can be exposed to as a result of playing VR games, and will criticise the current approach taken by the industry and rating bodies. This paper will note that, by responding to VR by merely increasing age ratings, they fail to adequately address these new risks. Finally, this paper will call for the addition of new content descriptors, specifically focused on VR, to ensure that parents and adult gamers receive proper guidance when purchasing VR games. It will also argue that the introduction of these descriptors will only be meaningful to the extent that the addressees of the ratings are made aware of the existence and operation of the rating systems, and the ratings themselves are displayed not only on physical boxes but also in online stores where most VR games are, in fact, being purchased.

Keywords: Video Games, Interactive Entertainment, Virtual Reality, VR, Rating, Age Rating, Children’s Protection, PEGI, ESRB, USK

JEL Classification: K30

Suggested Citation

Sobkow, Beata, Age Rating for Virtual Reality Games: Less Restriction, More Information (May 9, 2017). Available at SSRN: https://ssrn.com/abstract=3270608 or http://dx.doi.org/10.2139/ssrn.3270608

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