帮助家长了解电子游戏的内容:更新ESRB评级系统

IF 2.1 3区 心理学 Q2 COMMUNICATION
Sophie Duffy, J. Derevensky
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引用次数: 0

摘要

在过去的三十年里,电子游戏发生了巨大的变化。大量的游戏功能,逼真的外观,流媒体和新的游戏模式使电子游戏吸引了所有年龄段的人。娱乐软件协会(ESA)代表北美视频游戏产业,并于1994年建立了娱乐软件评级委员会(ESRB)。ESRB的目的是通过创建电子游戏评级,为家长和消费者提供更多关于电子游戏中潜在问题内容和功能的信息。尽管电子游戏在过去的几十年里发生了变化,但ESRB的变化却微乎其微。这篇评论批判性地调查了当前的ESRB评级系统,提出了内部和外部改进的方法。确定了ESRB的两个主要改进领域。第一个是通过增加和修改现有的评级,为家长提供更多关于电子游戏内容和互动性的信息。第二是采取措施,通过改变内部ESRB评级结构和建立外部研究伙伴关系,提高电子游戏行业对如何最好地保护消费者的理解。我们呼吁ESRB和ESA更好地告知家长,保护消费者免受潜在有害视频游戏内容和功能的侵害。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Helping parents understand the content of video games: updating the ESRB rating system
ABSTRACT 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.
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来源期刊
CiteScore
5.20
自引率
3.30%
发文量
26
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