National Institute on Media and the Family

Last updated
National Institute on Media and the Family
Formation1996
Founder David Walsh
Dissolved2009
Type Nonprofit organization
PurposeAdvocacy group, monitor mass media
Headquarters Minneapolis, Minnesota, United States
Official language
English

The National Institute on Media and the Family (NIMF), founded by psychologist David Walsh in 1996 and closed in 2009 [1] was a nonprofit organization based in Minneapolis, Minnesota. It was a nonsectarian advocacy group which sought to monitor mass media for content that it deemed is harmful to children and families. The group characterized itself as "an international resource center for cutting-edge research and information" and denied playing any role in media censorship. [2]

Contents

MediaWise movement

The MediaWise movement is the publicity and community outreach arm of the NIMF. Through it the organization sponsors speaking engagements given by its staff throughout the country, although most events take place at educational and religious institutions in the state of Minnesota. David Walsh is notable as the spokesperson for the NIMF, having given numerous interviews to national news programs and newspapers in this capacity. [3]

Video Game Report Cards

The primary publication of the MediaWise movement is an annual report on the marketing, distribution, and impact of video games to minors. [4] This "Video Game Report Card" comprises results to national surveys, summaries of recently completed research projects, and a grade-based assessment of the Entertainment Software Association's efforts to regulate the sales of video games to minors.

The 2005 MediaWise Video Game Report Card criticized the Entertainment Software Rating Board's system of rating video games for age-appropriate conduct in its annual series of report cards, noting the scarcity of "Adults-Only" rated games and citing the perceived inadequacy in retailer enforcement. Several days after the report was released, the United States National Parent Teacher Association issued a press release condemning it, stating that "[the report card] contained erroneous statements about National PTA's position on the Entertainment Software Rating Board's (ESRB) rating system. In fact, National PTA does not endorse NIMF's report. Further, it does not agree with the report's characterization of ESRB and its rating system." [5]

Controversies

In 2005 the NIMF made the controversial claim that the video game industry was promoting cannibalism after analyzing stills and video clips from a zombie-themed game titled Stubbs the Zombie in Rebel Without a Pulse . Dr. Walsh was asked about this in a podcast interview with Dennis McCauley, owner of gamepolitics.com. During the interview Dr. Walsh did not acknowledge the NIMF's apparent error, instead claiming that video gamers tricked him into thinking there was cannibalism in the game.

In late 2003 Walsh proposed the coining of a neologism to fill what he sees is a gap in English vocabulary: killographic, to be defined as the "graphic depiction of brutal violence." This is intended as an analogy to "pornographic", which he defines as the "graphic depiction of sexual acts". [6] This term has been the subject of considerable public debate. Doug Lowenstein, head of the Entertainment Software Association, described it as a "clever phrase", but noted that the average age of video gamers is 28, and that "as adults they should be allowed to pick their entertainment." [7]

On December 6, 2005, the ESRB assigned a failing grade of "F" to NIMF for its seriously flawed Video Game Report Card released the previous week. [8] The ESRB cited inaccuracies, incomplete and misleading statements, omission of material facts, and flawed research as key factors in assigning the failing grade. In addition to the overall failing grade, NIMF was given a demerit for elevating its political and media agenda over their stated concerns for consumer welfare, particularly those of children and teenagers.

Related Research Articles

Entertainment Software Rating Board North American self-regulatory organization that assigns age and content ratings for video games

The Entertainment Software Rating Board (ESRB) is an American self-regulatory organization that assigns age and content ratings to consumer video games. 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 ratings system based on the Motion Picture Association of America film rating system with additional considerations for video game interactivity.

Advertising in video games is the integration of advertising into video games to promote products, organizations, or viewpoints.

Entertainment Software Association United States trade association of the video game industry

The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world are members of the ESA, including Capcom, Electronic Arts, Konami, Microsoft, Bandai Namco Entertainment, Nintendo, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Ubisoft, and Warner Bros. Interactive Entertainment.

Video game 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.

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

The Videogame Rating Council (V.R.C.) was introduced by Sega of America in 1993 to rate all video games that were released for sale in the United States and Canada on the Sega Master System, Genesis, Game Gear, Sega CD, and Pico. The rating had to be clearly displayed on the front of the box, but their appearance in advertisements for the video game was strictly optional. It was later supplanted by the industry-wide Entertainment Software Rating Board.

<i>Hot Coffee</i> (mod) Minigame in Grand Theft Auto

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The United States Family Entertainment Protection Act (FEPA) was a bill introduced by Senator Hillary Clinton (D-NY), and co-sponsored by Senators Joe Lieberman (D-CT), Tim Johnson (D-SD) and Evan Bayh (D-IN) on November 29, 2005. The bill called for a federal mandate enforcement of the Entertainment Software Rating Board (ESRB) ratings system for video games in order to protect children from inappropriate content.

The Interactive Entertainment Merchants Association (IEMA) was a United States-based non-profit organization dedicated to serving the business interests of leading retailers that sell Interactive entertainment software. Member companies of the IEMA collectively accounted for approximately seventy-five percent of the $10 billion annual interactive entertainment business in the United States. The association was established in 1997 by Hal Halpin, its president and founder, and counts among its member companies the largest retailers of games including Walmart, Target Corporation, Blockbuster Entertainment and Circuit City. The IEMA also sponsored an important annual trade show in the promotion of the business of the video game industry called the "Executive Summit".

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Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision. In a 7–2 decision, the Court upheld the lower court decisions and nullified the law, ruling that video games were protected speech under the First Amendment as other forms of media.

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Iran Computer and Video Games Foundation

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References

  1. "1up.com". Archived from the original on 2012-10-16. Retrieved 2010-09-21.
  2. "Who We Are". National Institute on Media and the Family. Archived from the original on 2006-12-28. Retrieved 2007-01-16.CS1 maint: discouraged parameter (link)
  3. "David Walsh, Ph.D. Bio". National Institute on Media and the Family. Archived from the original on 2006-12-09. Retrieved 2007-01-16.CS1 maint: discouraged parameter (link)
  4. "Video Game Report Cards". National Institute on Media and the Family. Archived from the original on 2007-01-16. Retrieved 2007-01-16.CS1 maint: discouraged parameter (link)
  5. "National PTA Statement on Video Game Report Card". pta.org. 2005-12-01. Retrieved 2006-10-14.CS1 maint: discouraged parameter (link)[ permanent dead link ]
  6. Walsh, David (2003). "Killographic Entertainment". National Institute on Media and the Family. Archived from the original on 2006-12-13. Retrieved 2006-09-02.CS1 maint: discouraged parameter (link)
  7. "Group warns parents about 'killographic' games". CNN.com . 2003-12-09. Retrieved 2006-09-02.CS1 maint: discouraged parameter (link)
  8. ESRB gives NIMFa failing grade