Content and Ratings of Teen-Rated Video Games
نویسندگان
چکیده
منابع مشابه
Violence in teen-rated video games.
CONTEXT Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. OBJECTIVE To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons ...
متن کاملViolence in E-rated video games.
CONTEXT Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. OBJECTIVES To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), ana...
متن کاملMEDICINE AND THE MEDIA Violence in E-Rated Video Games
CREATED IN 1994, THE ENTERtainment Software Rating Board (ESRB) rates video games according to the categories listed in the BOX and using content descriptors, which game manufacturers display on the game box to inform consumer choices. Analogous to the G rating of films, the E rating (for “Everyone”) of video games suggests suitability for all audiences, but the E rating does not mean violence-...
متن کاملCanadian Content in Video Games
This paper investigates the culture being reflected in video games being produced in Canada as Canada is one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack of culture, being represented in video games currently being produced. With the shift of television viewers away from cul...
متن کاملTobacco imagery in video games: ratings and gamer recall.
OBJECTIVE To assess whether tobacco content found in video games was appropriately labelled for tobacco-related content by the Entertainment and Software Ratings Board (ESRB). METHODS Sixty-five gamer participants (self-identified age range 13-50) were interviewed in-person (n=25) or online (n=40) and asked (A) to list favourite games and (B) to name games that they could recall containing to...
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ژورنال
عنوان ژورنال: JAMA
سال: 2004
ISSN: 0098-7484
DOI: 10.1001/jama.291.7.856