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.
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
| Rating | Age | Content |
|---|---|---|
| EC | 3+ | Early Childhood |
| E | 6+ | Everyone |
| E10+ | 10+ | Everyone 10+ |
| T | 13+ | Teen |
| M | 17+ | Mature |
| AO | 18+ | Adults Only |
The Ultimatum
| Event | Detail |
|---|---|
| Hearings | 1993-1994 |
| Senators | Lieberman, Kohl |
| Evidence | Mortal Kombat, Night Trap |
| Threat | Government regulation |
| Response | Industry 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.