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Tuesday, March 11, 2008

What do the symbols mean?

Computer and video games are age-rated according to the PEGI (Pan-European Games Information) system, and all packaging is visibly marked, front and back, with age bands 3+, 7+, 12+, 16+ and 18+. The square symbols on the left of this page are examples of the PEGI ratings.

In the UK, where we also have the Video Recordings Act of 1984, some games are referred to the BBFC (British Board of Film Classification) and may therefore receive a BBFC rating, usually 15 or 18, as our examples show on the left of this page.

Where necessary, icons found on the back of the box indicate the content to be found in the game: drugs, bad language, sexual, violence, discrimination or fear. These are called game descriptors and are shown on the left of this page.

Everyone in the UK adheres to these two systems, including the major console manufacturers such as Nintendo, Microsoft and Sony, as well as by publishers, developers and retailers.

Understanding Age Ratings

PEGI 3+ - The content of games covered by this rating is considered suitable for all age groups. Some violence in a comical context (typically Bugs Bunny or Tom & Jerry forms of violence) is acceptable. The child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard and there should be no scenes containing nudity nor any referring to sexual activity such that a parent may be questioned and have to start explaining the facts of life earlier than they would normally have done so.

PEGI 7+ - In this age group children can be exposed to a little more violence which must still, however, be to non-realistic fantasy characters. Any games that would normally be rated at 3+ but contain some frightening scenes or sounds may be considered suitable in this category. Some scenes of partial nudity may be permitted but never in a sexual context. Again a child should not be lead into questioning parents on these matters.

PEGI 12+ - In this age group the child can be exposed to violence of a slightly more graphic nature if it is towards fantasy characters. However, any violence towards human looking characters or recognisable animals should still be non-graphic. Nudity of a slightly more graphic nature may be shown but still must not show genitalia. Some words amounting to sexual innuendo may be used but must not be in a form that is considered bad language. Any bad language must be mild and fall short of sexual expletives. Obvious innuendo of sexual activity even though the couple cannot be seen or clearly seen.

PEGI 16+ - Young people in this age group can be exposed to slightly more extremes of violence as well as depictions of sexual activity and the use of extreme bad language. They should also be able to handle the concept of the use of tobacco and drugs, and the depiction of criminal activities.

BBFC 15 - Content suitable for children of 15 and over - for more information on official BBFC guidelines please go to the BBFC website.

BBFC 18 - Content suitable only for adults, those aged 18 and above. For more information on official BBFC guidelines please go to the BBFC website.

The vast majority of games released each year are deemed to be safe for most ages. Nearly half are suitable for all players – while a comparatively small percentage are deemed suitable for adults-only. The latest available figures show the age-rating breakdown to be as follows:
3+ 48%
7+ 5%
12+ 26%
16+ 13%
18+ 4%
Industry Bodies
Entertainment and Leisure Software Publishers Association
http://www.elspa.com
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Video Standards Council (age ratings)
http://www.videostandards.org.uk
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Pan European Game Information (age ratings)
http://www.pegi.info
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BBFC (age ratings)
http://www.bbfc.co.uk
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Entertainment Software Charity
http://www.escuk.org
...read more
View the Industry Bodies page
Parental Locks
Introduction
All modern games systems, whether it be a static console, handheld device or PC have parental lock controls, much like many other electronic devices. These allow parents and guardians to control or limit access to games and other forms of entertainment.

Console and games system manufacturers offer parents varying methods of controlling access. Typically this can include:

· controls based directly on a games age rating;

· setting and changing restriction so they can decide, case by case, which games their children can play;

· controlling access to the internet or from other handheld devices.

As you will have seen from the other information we have in this web site, all games are isold in the UK carry an age suitability ratings, helping parents and guardians make informed choices about the games their children play.

Once you have set the parental locks to your personal preference, it is always prudent to remember to check the control settings and locks on a regular basis, as you would with any electronic device.

You will find all the information you need on parental locks in the literature that comes with the system you have purchased. However, you can also find useful information from all the major games manufacturers online.

Take some time to identify the relevant system to your home and then click on one of the following links if you wish to find out more about how they work.

If the gaming console or device does not appear in the list below, we suggest you contact the manufacturer directly for more information.
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Microsoft

Xbox 360 Parental Controls:
http://www.xbox.com/en-US/support/familysettings/live/xbox360/xboxlivecontrols.htm
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Nintendo
Wii Parental Controls:
http://wiiportal.nintendo-europe.com/428.html

DS Parental Controls:
http://www.nintendo.com/consumer/systems/ds/dsprivacy.jsp
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Sony
PS2 DVD Parental Controls:
http://uk.playstation.com/help-support/ps2/guides/detail/item51946/DVD-Parental-Control-features/

PS3 Parental Controls:
http://manuals.playstation.net/document/en/ps3/current/settings/security.html#1106

PSP Parental Controls:
http://manuals.playstation.net/document/en/psp/current/settings/parental.html
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PC
PC Windows Vista - Games For Windows Parental controls: http://www.gamesforwindows.com/en-US/Support/FamilySettings/Pages/default.aspx
Piracy
What is piracy?
Piracy is the illegal copying of software.
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Why should we fight piracy?
· Piracy/counterfeiting is illegal and punishable by fines and jail sentences.
· Counterfeited/pirated games can be mixed with obscene or pornographic material.
· Consumers have no recourse under law for faulty pirated games, which can in some cases damage hardware.
· Local and national jobs are lost as a result of pirate operations.
· Proven links exist between piracy and organised crime, including drugs and pornography.
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What is being done about it?
The computer and video games industry has been actively involved with anti-piracy measures since 1994. Its dedicated Anti-Piracy Unit works closely with the Department of Trade and Industry (DTi) to police the illegal distribution of unlicensed software. It regularly assists Trading Standards Officers as well as the Police and Customs & Excise departments investigating piracy.

The Entertainment and Leisure Software Publishers Association (ELSPA)’s anti-piracy unit was established in 1994 to represent the interests of UK games publishers. In 2004, ELSPA’s anti-piracy unit took part in 538 raids against counterfeiters.

Paul Jackson, director general of ELSPA, comments: “Piracy is damaging to all levels of the computer and video games market, costing the industry millions of pounds every year and supplying consumers with sub-standard goods. A pirated game may appear to be the cheaper option, but this often proves to be false economy - the games can cause damage to the console and are frequently either faulty or incomplete. ELSPA advises buyers to shop for their games within the usual retail and online outlets.”

Jackson goes on to say: “Pirated games are unregulated, which means they are often sold without the proper age ratings and this can lead to minors receiving products that are unsuitable for them. The products offered by computer and video games pirates are unregulated and rarely display an official age rating.”
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How does it work?
The ELSPA anti-piracy unit responds to information about illegal software received from members, consumers, the retail trade and other enforcement agencies. Routine visits are made to markets and car boot sales by undercover officers who monitor the products being sold. Test purchases are made from alleged offenders. The unit liaises closely with Customs & Excise over the illegally imported software, and it supports legal action against those found copying and selling such items.

ELSPA recognises the growing use of the internet as a sales tool for their illegal products, and therefore has its own dedicated internet investigator, who tracks down such perpetrators.

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What can I do?
If you have information about illegal software pirates then you can call a 24-hour confidential hotline on 08705 133405.
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View the Piracy page
Based on the results of various research reports, ELSPA advises players and parents to encourage the following safe game play guidelines:

· Always play in a well lit room
· Take regular breaks – at least a five minute break every hour
· Balanced play is important and a change is as good as a rest – it is best not to play a game for hours on end, no matter how compelling it may be.
· Play the full distance possible from the screen – the minimum recommended distance is six feet in the case of console games on PlayStation3, Xbox 360 or Wii.
· Stop playing should you feel unwell and, if symptoms persist, consult a doctor
Safe Play
Is it possible for my child to become addicted to games?
People play games because they enjoy them; and some people enjoy them more than others. A casual book reader will read books as part of their daily activities, and may well exercise or socialise as well. A person who absolutely loves books may be blinkered to everything else that goes on around them (the same goes for people who watch too many movies, or too much television). Playing video games is simply another daily activity that can give people pleasure. If they don't enjoy the games, they won't play them. If they do, they may play them occasionally, a lot or as much as possible. Playing computer and video games is not a physical addiction.


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Can computer games cause epilepsy?
No. The Consumer Safety Unit of the governmental department formally known as the Department of Trade and Industry, together with the National Epilepsy Society, has carried out exhaustive study into this area, which found that epilepsy cannot be caused by playing computer games.

The report has shown that an extremely small number of people, who already have Photosensitive Epilepsy, might discover their condition by playing games, just as they could discover it by watching television, from disco lights, or light flickering through trees. Symptoms may include light-headedness, altered vision, eye or face twitching, jerking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling or striking nearby objects.

It is recommended that you immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms. Children and teenagers are more likely than adults to experience these seizures.

To reduce the risk of Photosensitive Epileptic seizures please:· Consult your doctor prior to playing videogames if there is a history of Photosensitive Epilepsy in your family· Sit farther from the television screen· Use a smaller television screen· Play in a well-lit room· Avoid playing when you feel drowsy or fatigued
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When playing computer games for a long time, I get a really bad headache. What is this caused by?
You are perhaps playing for too long in a single sitting, or maybe you are playing in a poorly lit room or sitting too close to the television set.
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Will computer games affect my child’s behaviour?
Research undertaken by ULTRALAB at the Anglia Polytechnic has shown that children can very clearly distinguish the difference between violence in computer games and the types of violence they hear about on the news. Computer games have been in the home for more than 20 years, and there has not been a single proven case that they are causing children to become violent.
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Can playing computer games cause DVT (Deep Vein Thrombosis)?
Studies suggest that any situation in which someone spends hours sitting in one place can increase the risk of a Deep Vein Thrombosis. But this can happen with any stationary leisure activity - including watching television, listening to music or reading a book.

ELSPA advises players to:

· Take regular breaks and move around to stimulate blood flow through to the extremities
· Do not play for hours on end
· Stop playing should you feel unwell and, if symptoms persist, consult a doctor
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What, if any, are the health risks/side effects posed to regular gamers?
Neurologically there has been no evidence of a biological addiction to games, and therefore the industry believes that games should not be judged separately from any other leisure activity that brings people enjoyment. For example, a casual book reader will read books as part of his or her daily activities while balancing a number of other pursuits. At the same time, an avid book reader, or television viewer, music lover, film buff or keen video gamer, may choose to engage with that activity more than any other. As with these other hobbies, the industry emphasises that playing with interactive software is one of a selection of daily activities which gives people pleasure.
Facts & Figures

Today the computer and video games industry is a mass-market leisure activity. It now has a firm foothold in today’s consumer lifestyle culture – and it is an important and highly prominent UK industry. In the last few years our more traditional leisure pursuits have been superseded by the computer and video games phenomenon.

· Over 25 million dedicated gaming devices have been sold in the UK (not including PCs) since 1995 – this is enough for at least one device in every household.
· In the last 10 years, more than 335 million computer and video games have been bought in the UK - that's five games for every person and at least a dozen games for every household!
Who is the average British gamer today?
Computer and console gaming is now a mass-market leisure activity, with millions of players across Europe. In the last few years the age group of those playing games has increased, and the average gaming age is now 23+.
Games are played across sexes, ages, and classes. Their spread is now almost universal.
· 38.2% of the UK population is an active computer gamer.
· 51.2% of British men and 25.1% of British women aged 10-35 play games regularly (SomeResearch).
· The average computer gamer has been playing for over 10 years, approximately since the Sony PlayStation was released, with younger players having spent proportionately more of their lives with interactive entertainment.
· On average, gamers play for 12.6 hours per week. To put that into perspective, it is estimated that the average person will watch three hours of television every night.
· UK female players spend more on games than any other demographic in Western Europe (except UK males).
· 27.2% of all active gamers in the UK are women.
· The average age of the UK female gamer is 30-35 years old.
What are the different types of games?
In the decade since the PlayStation first launched, when the vast majority of titles fell into the categories of shooter and sports simulation, publishers have become aware of the vast array of play styles that are available and attractive to a broadly adult demographic. There are many genre categories today, ranging from action adventure series like the international best-sellers Rainbow Six, Prince of Persia and Tomb Raider to life simulations like the tremendously successful Sims 2 and sports games such as EA’s FIFA football series.
As a result of today’s more demanding gamer, storylines and plots have developed added depth, elements of self-expression and personalisation. Games are often now expected to feature social interaction as part of the experience – from games which use multiple input devices to Massive Multiplayer Online games (MMOs) and Massively Multiplayer Online Role Playing Games (MMORGs). Multiplayer games played online tend to encourage teamwork and friendship development between thousands of gamers all over the world who are all online simultaneously and take part in global gaming sessions.
Where does the UK gamer sit in the world market?

· 32.2% of the UK population are gamers.
· 26% of French nationals are gamers.
· 22 % of German citizens have a games platform available to them.
· More people play more games in the UK than anywhere else in Europe.
· UK gamers spend more than their European counterparts.
· In 2004, 827 computer and video games were published in the UK - only 17 received a BBFC 18 rating.
What are the most popular games?

· The Sims and Sims 2 are the best-selling PC games of all time. Here players nurture their ‘little people’ who progress through the game with healthy social interaction and by holding down a job and progressing through the career ranks accordingly.
· Across Europe, a staggering 1.1bn-plus games or ‘edutainment’ DVD-Roms and CD-Roms have been sold since 1995. Across the world, the total number of leisure software units sold since 1995 is over 3.5bn. (2003 figures)
· Compared to the rest of Europe, the UK console software market is larger than both France and Germany combined, despite the UK population being just under 60 million while that of the other two countries totals more than 140 million combined.
· The UK's best selling games (FIFA, Sims 2, the Harry Potter series) now sell close to one million copies each in a year across all formats. That can bring gross retail revenues approaching £50m for each title - making the best-selling games similar in their earning potential to the biggest films at box office, or around twice as lucrative as music's biggest earners.

The UK industry is the third largest interactive entertainment market in the world, worth over £2 billion every year, with the highest number of games development companies and publishers in Europe. It consistently leads the way in technological innovation and world class products, stretching the imaginations of consumers and creators around the world.
Facts
"Over 50% of British men play games regularly"
"In 2004, 827 computer and video games were published in the UK - only 17 received a BBFC 18 rating"
View the Facts page
Education
As you can see from the Industry section, there are many different roles within the gaming industry. The British Government is also realising the importance of this sector within our Creative Industries, and studies of gaming and the industry that surrounds it are gaining respect from the academic world.

In October 2004 a new report was released that praised the positive impact that games have on children, encouraging their use in education. It confirmed the message that the industry has been promoting for more than a decade - along with many educationalists.

Researchers at the Institute of Education at London University have been developing the report over the last few years. These findings, which have been partly financed by the Department of Trade and Industry, confirm that games are good for a child’s development. The research team notes that games entertain whilst promoting social development, and draws attention to game literacy as another means of representation, in the same way as writing or drawing. It also seeks to promote an understanding amongst parents and teachers that games are as culturally relevant as music, film and literature. It also concluded that games development should be taught in schools, enabling children to become game makers as well as game players.

This also supports a Home Office five-year research study published in 2001, which concluded that those who play computer and video games regularly are more likely to be academically successful, are more likely to go to university and subsequently have better employment prospects. (Source: Home Office).

In January 2005, Skillset published a compendium of UK universities and higher education institutions with accredited courses featuring computer game skill elements.
Facts
"There are over 22,000 people employed in the UK computer and video games industry"
"One in four British women play games regularly"
View the Facts page