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Culture & Community

Game Ratings

Age classification systems

Game ratings systems emerged from controversy over video game violence, establishing age classifications that informed parents and shaped how games were marketed and sold.

NESSNESsega-mega-drivePlayStation industryregulationhistory 1994–present

Overview

Mortal Kombat changed everything. After congressional hearings about video game violence—featuring Mortal Kombat’s fatalities and Night Trap’s controversy—the industry created self-regulatory ratings systems. The ESRB in North America, PEGI in Europe, and similar bodies worldwide now classify games by age-appropriateness, transforming how games are sold and marketed.

Fast facts

  • ESRB founded: 1994.
  • PEGI founded: 2003.
  • Trigger: Congressional hearings (1993).
  • Purpose: Self-regulation, parental guidance.

ESRB ratings

RatingAge guidance
ECEarly Childhood
EEveryone
E10+Everyone 10+
TTeen
MMature 17+
AOAdults Only

PEGI ratings

RatingAge
PEGI 3All ages
PEGI 77+
PEGI 1212+
PEGI 1616+
PEGI 18Adults

Content descriptors

CategoryExamples
ViolenceBlood, gore, combat
LanguageProfanity levels
Sexual contentSuggestive to explicit
Substance useDrugs, alcohol, tobacco
Online featuresInteractions, purchases

Pre-rating era

IssueSituation
No guidanceParents uninformed
Retailer discretionInconsistent enforcement
ControversyMoral panic cycles
Industry imageUnder attack

Congressional hearings (1993)

GameConcern
Mortal KombatFatality violence
Night TrapFMV content
DoomGraphic violence
OutcomeIndustry self-regulation

Retail impact

EffectImplementation
Age verificationID checks for M-rated
Marketing restrictionsTV advertising limits
Shelf placementMature sections
Platform holdersContent guidelines

Regional variations

RegionSystem
North AmericaESRB
EuropePEGI
JapanCERO
AustraliaACB
GermanyUSK

Criticism and debate

IssuePerspective
EffectivenessParental awareness varies
AO stigmaEssentially bans games
ConsistencySubjective judgements
Violence vs sexUneven standards

See also