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Culture & Community

ESRB

Self-regulation saves the industry

The Entertainment Software Rating Board, created in 1994 after congressional hearings on game violence, which established industry self-regulation and prevented government censorship.

cross-platform ratingsregulationviolencecontentindustry 1994–present

Overview

The ESRB (Entertainment Software Rating Board) is the self-regulatory organisation that rates video game content in North America. Created in 1994 after congressional hearings threatened government regulation, the ESRB’s rating system allowed the industry to police itself and avoided mandatory censorship.

Fast Facts

  • Founded: 1994
  • Trigger: Congressional hearings on violence
  • Purpose: Age-based content ratings
  • Effect: Prevented government regulation
  • Model: Similar systems adopted worldwide

Ratings

RatingAgeContent
EC3+Early Childhood
E6+Everyone
E10+10+Everyone 10+
T13+Teen
M17+Mature
AO18+Adults Only

The Ultimatum

EventDetail
Hearings1993-1994
SenatorsLieberman, Kohl
EvidenceMortal Kombat, Night Trap
ThreatGovernment regulation
ResponseIndustry creates ESRB

Content Descriptors

Beyond ratings, the ESRB provides descriptors explaining why a game received its rating: violence, blood, language, sexual content, and more.

Legacy

The ESRB successfully prevented government censorship by demonstrating industry responsibility. Its model influenced PEGI (Europe), CERO (Japan), and other regional systems. The “AO” rating’s retail implications also created de facto content limits.

See Also