Entertainment Software Rating Association

Last updated
Entertainment Software Rating Association (ESRA)
Company typeSelf-regulatory
Industry Organization and rating system
Founded2007
Headquarters Tehran, Iran
Area served
Iran
Website esra.ircg.ir
former logo ESRAOfficial Logo.png
former logo

The Entertainment Software Rating Association (ESRA) [1] is a self-regulatory organization that assigns age and content ratings in Iran. [2] [3] [4] [5] [6] [7] The system was established in 2007 by the Iran National Foundation of Computer Games [8] [9] and has the status of a research project. [10] [11] [12]

Contents

ESRA Rating marks

MarksRatingDescription
ESRA +3 (Latin script).svg ESRA +3 (Persian).svg Ages 3 and overThis age is one of the ages in which children have a high desire to imitate adult behavior and one of the most important ages in the socialization stage is that the child has a great impact on the environment and internalizes the behaviors. in fact, the cornerstone of every human personality is laid at this age. what the child sees and experiences at this age has shaped many of his mental images and even influences his definition of beauty. many good and bad concepts are formed through the visual and auditory experiences of this period. watching games with traumatic content at this age can have a very serious and great impact on the child.
ESRA +7 (Latin script).svg ESRA +7 (Persian).svg Ages 7 and overThis category and its previous category have similar characteristics that they share in some limitations. among these similarities, the lack of personality of both categories and the lack of high level of knowledge and general knowledge can be noted. it is true that the child at this age has learned many new words and his vocabulary has increased, but because he does not yet know the meaning of many words and insults that culturally and age conditions are not possible to explain them to him, it is better to avoid putting games with inappropriate dialogues for him in this age category. cartoon violence should not be a problem for children if they are involved in playing this age suffering, as it can help to drain their excess energy. fear can also be mildly and normally placed in the content of these children's play to satisfy both their sense of excitement and cujankavi and prepare them to deal with such real situations in real life. at this stage, the child has come to a sense that he can understand the virtual concept of the game and not imagine a real life full of scary situations.
ESRA +12 (Latin script).svg ESRA +12 (Persian).svg Ages 12 and over12 to 15 years old is the beginning years of adolescence. in this period, formal logical operations pave the way for the development of abstract thought, and the last structural changes of the psychological organization, which usually begin from 11 to 12 years old, end at the age of 14 to 15. this age is puberty age and biological changes and this is an important distinction from the previous age classes. considering that this period plays an important role in the formation of a person's personality, the existence of discriminatory concepts in the game can also create this attitude in individuals. play computer game and experience some violent movements virtually can drain some adolescents' emotions and respond to some of their needs. this is especially true of the action genre, because it requires a very high accuracy and speed of action that requires a lot of energy from the player. in the case of fear, there can also be a distinction between the world of reality and the fantasy world. considering that this period is also called identity crisis period and the most important questions of adolescents about what is the world and who itself, it is recommended to avoid showing games with ideological content for them because they have not yet reached the stage of personality stability and are susceptible to accepting many ideas opposed to social norms.
ESRA +15 (Latin script).svg ESRA +15 (Persian).svg Ages 15 and overThe final years of adolescence (15 to 18 years of age) are the time to meditate and contemplate and promote inner existence. exploring existence is an introduction to identity search. incidence of sexual desire and desire to communicate with the opposite sex, academic failure, substance abuse, delinquent behavior, depression, etc. some of the issues are adolescence. this age category, because it has more linguistic and cognitive skills and is socially exposed to more serious roles and choices, can have more freedom than the previous categories in the game. the formation of personality, the existence of freedom and exposure to various choices are among the characteristics of this category and its audit from the previous ranks. by entering this age category, individuals have achieved a great deal of self-definition and their personality has been formed, so they can play including inappropriate dialogues, fear, violent cartoon, fantasy and real play, and neutralize their negative effects with their awareness.
ESRA +18 (Latin script).svg ESRA 18+ (Persian).svg Ages 18 and overThis age category is located entirely after the legal age, the person's personality is formed, the school period has ended and almost the perspective of one's life has been identified. this is his audition of his previous ranks, so it is anticipated that people in this age category can watch many computer game with different content and will not have any particular problems.

Content icons

Content IconDescription
ESRA Tobacco and drugs.png Tobacco and Drugs This pictogram determines the intensity of the game's influence on audiences in the field of tobacco and drugs. one of the game scenes that increases the score of this pictogram is the presence of tobacco and drugs, the amount of repetition of existence or use of tobacco, etc. noted. the important thing that families should be careful about this pictogram is that due to the player's empathy with the main character of the game, the use of the main character of the tobacco increases the score of this pictogram compared to the use of non-main characters of the game.
ESRA Difficulty.png Game Skills This pictogram determines the skill required to play the game, and the audience will find it difficult to play the game according to the score for this pictogram. for example, it is possible to have received a category 3+ game (suitable for all ages), i.e. it lacks damaging content, but the style of play is such that playing the game requires high skill and is not suitable for beginner players. through this pictogram, families can prepare more suitable games for their children and young children.
ESRA Fear.png Fear This pictogram determines the severity of fear in each game. limitations of visibility and darkness, environments and ruin spaces, ambient noises with uncertain source, exposure to all kinds of monsters, sudden events, etc. one of the criteria that determines the intensity of the influence of fear elements on players. repetition and variety in the game's horror scenes increase the score of this pictogram. families whose children are experiencing stress and enduring anxiety can choose a more suitable game for their children by paying more attention to fear pictograms.
ESRA Violence.png Violence This pictogram determines the intensity of the violence in each game, and the higher the score, the greater the intensity of the impact of violent scenes on players. among the criteria that can be mentioned in the increase of the score of this pictogram are repetition and variety of violent and violent scenes, the amount of splashing and the volume of blood in the game, the use of various firearms, fights and conflicts from person to person, etc.
ESRA Bad language.png Language This pictogram determines the severity of social anomalies in each game. among the criteria that increase the score of this pictogram are the type and rate of repetition of inappropriate words in the game, abnormal music and behavior outside the customs are also effective in increasing the score of social anomalies. if inappropriate words and behavior outside the custom are performed by the main character of the game, the intensity of the influence on the player will be greater due to his empathy with the main character.
ESRA Hopelessness.png Despair This pictogram displays the amount of conveying the sense of despair of each game on the players. the absurdity and aimlessness of the story of the game, the hopeless events associated with the hero of the game and the tasks that make the player feel guilty in the game are among the criteria that convey a sense of despair to the player, and according to the severity of these criteria, the score of this pictogram also increases or decreases.

Related Research Articles

<span class="mw-page-title-main">Video game</span> Electronic game with user interface and visual feedback

A video game or computer game is an electronic game that involves interaction with a user interface or input device to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback. Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

<span class="mw-page-title-main">Entertainment Software Rating Board</span> North American self-regulatory organization

The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in North America. The ESRB was established in 1994 by the Entertainment Software Association, in response to criticism of controversial video games with excessively violent or sexual content, particularly after the 1993 congressional hearings following the releases of Mortal Kombat and Night Trap for home consoles and Doom for home computers. The industry, pressured with potential government oversight of video game ratings from these hearings, established both the IDSA and the ESRB within it to create a voluntary rating system based on the Motion Picture Association of America film rating system with additional considerations for video game interactivity.

Video game modding is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.

In video games, censorship are efforts by an authority to limit access, censor content, or regulate video games or specific video games due to the nature of their content. Some countries will do this to protect younger audiences from inappropriate content using rating systems such as the ESRB rating system. Others will do this to censor any negative outlook on a nation's government.

<span class="mw-page-title-main">Sony Interactive Entertainment</span> Sonys software company

Sony Interactive Entertainment LLC (SIE) is an American multinational video game and digital entertainment company of Sony. Jointly established by two subsidiaries in 2016, it primarily operates the PlayStation brand of video game consoles and products. It is also the world's largest company in the video game industry based on its equity investments.

<i>GamePro</i> American video game magazine

GamePro was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video game consoles, personal computers and mobile devices. GamePro Media properties included GamePro magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com.

1994 saw many sequels and prequels in video games, such as Super Metroid, Donkey Kong Country, Final Fantasy VI, Sonic 3 & Knuckles, Super Street Fighter II Turbo and Virtua Fighter 2 and Doom II, along with new titles such as Daytona USA, Ace Driver, Alpine Racer and Tekken.

Video games featuring sexual content has been found since the early days of the industry and can be found on most platforms and can be of any video game genre.

<span class="mw-page-title-main">Women and video games</span> Women as makers and consumers of video games

The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.

A content rating rates the suitability of TV shows, movies, comic books, or video games to this primary targeted audience. A content rating usually places a media source into one of a number of different categories, to show which age group is suitable to view media and entertainment. The individual categories include the stated age groups within the category, along with all ages greater than the ages of that category.

<span class="mw-page-title-main">Video game content rating system</span> System used for the classification of video games into suitability-related groups

A video game content rating system is a system used for the classification of video games based on suitability for target audiences. Most of these systems are associated with and/or sponsored by a government, and are sometimes part of the local motion picture rating system. The utility of such ratings has been called into question by studies that publish findings such as 90% of teenagers claim that their parents "never" check the ratings before allowing them to rent or buy video games, and as such, calls have been made to "fix" the existing rating systems. Video game content rating systems can be used as the basis for laws that cover the sales of video games to minors, such as in Australia. Rating checking and approval is part of the game localization when they are being prepared for their distribution in other countries or locales. These rating systems have also been used to voluntarily restrict sales of certain video games by stores, such as the German retailer Galeria Kaufhof's removal of all video games rated 18+ by the USK following the Winnenden school shooting.

The Game Rating and Administration Committee, formerly the Game Rating Board until December 23, 2013, is the South Korean video game content rating board. A governmental organization, the GRAC rates video games to inform customers of the nature of game contents.

In communication, media are the outlets or tools used to store and deliver content; semantic information or subject matter of which the media contains. The term generally refers to components of the mass media communications industry, such as print media, publishing, news media, photography, cinema, broadcasting, digital media, and advertising.

The United Kingdom has the largest video game sector in Europe. By revenue, the UK had the second-largest video game market in Europe in 2022 after Germany, and the sixth-largest globally. By sales, it is Europe's largest market, having overtaken Germany in 2022. The UK video game market was worth £7.16 billion in 2021, a 2% increase over the previous year.

<span class="mw-page-title-main">Video games in the United States</span> Overview of the video game system in America

Video gaming in the United States is one of the fastest-growing entertainment industries in the country. The American video game industry is the largest video game industry in the world. According to a 2020 study released by the Entertainment Software Association, the yearly economic output of the American video game industry in 2019 was $90.3 billion, supporting over 429,000 American jobs. With an average yearly salary of about $121,000, the latter figure includes over 143,000 individuals who are directly employed by the video game business. Additionally, activities connected to the video game business generate $12.6 billion in federal, state, and local taxes each year. World Economic Forum estimates that by 2025 the American gaming industry will reach $42.3 billion while worldwide gaming industry will possibly reach US$270 billion. The United States is one of the nations with the largest influence in the video game industry, with video games representing a significant part of its economy.

<span class="mw-page-title-main">Oculus Rift</span> Virtual reality headsets by Oculus VR

Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.

<span class="mw-page-title-main">Iran Computer and Video Games Foundation</span>

The Iran Computer and Video Games Foundation (ICVGF), also known as the National Foundation for Computer Games (NFCG), is an Iranian nonprofit organization established by the Ministry of Culture and Islamic Guidance to control and support the video game industry in Iran.

<span class="mw-page-title-main">1993–94 United States Senate hearings on video games</span> US video game industry lawmaking

On December 9, 1993, and March 4, 1994, members of the combined United States Senate Committees on Governmental Affairs and the Judiciary held congressional hearings with several spokespersons for companies in the video game industry including Nintendo and Sega, involving violence in video games and the perceived impacts on children. The hearing was a result of concerns raised by members of the public on the 1993 releases of Night Trap, Mortal Kombat and later Doom which was released after the first hearing. Besides general concerns related to violence in video games, the situation had been inflamed by a moral panic over gun violence, as well as the state of the industry and an intense rivalry between Sega and Nintendo.

References

  1. Alexander, Leigh (30 November 2010). "Middle East's Game Industry Creates Islam-Centric Game Ratings". Archived from the original on 27 August 2021. Retrieved 20 August 2016.
  2. "ESRA | Iran Computer and Video Games Foundation". en.ircg.ir. Archived from the original on 26 July 2016. Retrieved 20 August 2016.
  3. "New Game Rating System for Islamic Values". gaming.do.co.za. Archived from the original on 1 December 2010. Retrieved 20 August 2016.
  4. "Video Game Content Rating System Flashcards | Quizlet". quizlet.com. Retrieved 20 August 2016.
  5. S.v, Shariat; A, Asad Elahpour; N, Ali Rezaei; Z, Bashar Danesh; B, Birashk; M, Tehrani Doust; B, Jalili; Elaheh, Hejazi; M, Hakim Shoushtari (2009-01-01). "AGE RATING OF COMPUTER GAMES FROM A PSYCHOLOGICAL PERSPECTIVE: A DELFI STUDY". 11 (242): 8–18.{{cite journal}}: Cite journal requires |journal= (help)
  6. "Iran joining Entertainment Software Rating Board". 2008-12-24. Retrieved 2016-08-20.
  7. "Content Rating System". Scribd. Retrieved 2016-08-20.
  8. "Entertainment Software Rating Association – Retro CDN". retrocdn.net. Retrieved 2016-06-25.
  9. "Islamic Video Game Rating System Launched at Dubai World Game Expo | IslamToday – English". en.islamtoday.net. Archived from the original on 2016-06-04. Retrieved 2016-06-25.
  10. Chiaramonte, Perry (2016-06-07). "Tehran blocks sale of video game depicting Iran's 1979 revolution | Fox News". Fox News . Retrieved 2016-07-16.
  11. "Islamic system will rate video games | The National". 30 November 2010. Retrieved 2016-07-18.
  12. Newbould, Chris. "Islamic video game rating system launched | DigitalProductionME.com". www.digitalproductionme.com. Retrieved 2016-07-18.