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Video Game Watchdog National Institute On Media And The Family Shutting Down
by Kris Graft
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November 20, 2009
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The National Institute on Media and the Family -- the non-profit group behind the sometimes controversial MediaWise Video Game Report Card -- is shutting down after 14 years of operation.
The group, a frequent critic of the games industry, said it made the decision to close down in conjunction with Fairview Health Services, NIMF's founding sponsor. The Minneapolis, Minn.-based institute said its board is in talks with local and national non-profits that may continue NIMF's family-oriented research and advocacy initiatives.
"Over the past two years the Institute’s board of directors has been in strategic discussions about succession and the Institute’s evolving mission and goals," said Dr. David Walsh, president and founder of NIMF. "The current challenging economic environment accelerated those discussions making this the right time to begin transitioning the programs to other organizations who share our mission and values."
NIMF describes itself as a watchdog of the games industry. The group's research is focused on the affect of media on children's health and development.
NIMF often found itself at odds with the video game industry, having in the past questioned the effectiveness of the Entertainment Software Rating Board's content rating system and aligning itself with the views of anti-mature game proponents such as Sen. Leland Yee of California and Sen. Joe Lieberman of Connecticut. The organization also had significant input during the course of the Grand Theft Auto: San Andreas "hot coffee" fiasco.
The annual Video Game Report Card was often the source of the strain between NIMF and the games industry. For instance, the 2005 report card gave the ESRB an "F" for ratings accuracy; the ESRB quickly shot back, flunking NIMF's research and analysis competence.
But in recent years, NIMF has also commended the ESRB and industry trade body the Entertainment Software Association for strides made in keeping mature-themed games out of the hands of children. Most recently, NIMF was focusing its research on video game addiction.
"I am so grateful to Fairview and our other funders who enabled us to accomplish so much for children and families over the years," said Walsh, who stated in a blog post that he is not retiring, but will continue on as a commenter on parenting. "But, the work is far from finished and I look forward to transitioning the Institute’s programs to worthy organizations that I am confident will continue to educate parents and caregivers on our rapidly changing digital culture."
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Where is public education arm of the industry lobbying effort? If it is there at all it is all but invisible to all of the public and most of the industry.
I love totalitarian opinions: we don't NEED people who think differently from us.
Given how much the ESRB has evolved over the years, both in response to criticism from outside (by groups like NIMF) and bungling from the industry itself (the 'Hot Coffee' scandal), your statement seems more than a bit ridiculous.
Whether you like it or not, public concern over the nature and content of any medium is completely valid because a free society is a two-way street: your free speech is met with the equal right of the people to voice objection to what you say. This is not 'censorship', it is the natural give-and-take of the marketplace of ideas. In the case of NIMF versus the ESRB, the clash led to the betterment of both groups - the NIMF was able to learn and adjust its initially more hardline position, and the ESRB has gained appreciation from both the industry and concerned parents as it has changed its practices.
Contrary to what appears to be your position, it is not strictly an 'education' issue. It is at least somewhat a regulation and restriction issue. Which is why pressure groups have insisted that the ESRB carry the water it's supposed to in this regard.
I have notices that organized outrage at music lyrics and R-rated movie attendance by kids has waned significantly the past decade or two when not much has changed there other than the public has moved on. I also look at every other non-media industry who polices themselves often in much more incompetent ways (meat/dairy for instance) but have less on-going negative limelight than games (not counting temporary mad cow epidemics).
I'm also all for working to keep kids from M games but isn't the best control of that at the distribution end and not at the content end? Name me a politician or organization who has done anything to change how Wallmart/Target/Gamestop sells games to minors. Targeting the games industry makes more headlines and upsets less contributors.
Thanks for the debate.
$0.02
Actually, just about every law passed (and later ruled unconstitutional) has targeted retailers directly. They all posed fines on retailers who failed to keep M and AO games out of the hands of minors.
Good day.
Either Best Buy management is crazy, or they're feeling a lot of heat on this issue.
It's weird that I can buy R and "Unrated Edition" movies there without ID, just not games.
Saving Private Ryan was looked at as shocking, graphic and strictly for mature audiences.
Call of Duty 5 covers the same exact war, with a similar level of gore and similar themes, but some people would still assume it's targeted at kids.
WTF? lol.
For example, Comics Code Authority continues to have a stifling impact on creative art of all kinds, not only comics, even though comics is where it formed and comics were its target medium. Call it a spillover effect. Japanese artists have commented about this when talking about how their entertainment evolved with the creators and audiences. Ours did not, that's all, thanks to censorship.
As for games as a specific medium example, the EMA refuses to allow stocking of AO titles. That includes used copies of titles that were found to have AO content. Therefore, even if a title is made and offered, the industry simply refuses to distribute it.
Of course, publishers simply refuse to fund and publish such titles for the most part, too. Censorship, anyway you slice it.
Meanwhile, people go into virtual worlds and "cyber" anyway.
It's also worth noting that AO in America equates to "contains explicit sex" but pretty much any level of violence is fine, albeit nonsexual violence. CERO in Japan has CERO-Z rated games due to violent content. Of course, nowadays, console makers have stopped allowing sexual content anyway, unlike the 1990s or 1980s. More censorship.
Our influence in the world is also impacting other markets (sigh). I'd say CERO's formation and the attempts to form official similar organization in Europe are directly a result of our influence, especially CERO. As people here know, I love Japan, but I'm not blind to certain problems and shortcomings their. This is an example where I wish they weren't so darned concerned with what others think of them and simply stayed true to their own philosophies. I've seen a definite slide in diversity of content offerings over the decades.
We have the American Library Association constantly fighting against banned books, but we really do not have anything similar in other media forms regardless of some claims to the contrary. The attitude in other media is give in rather than fight censorship.
Censorship any way you slice it? No, it's market dynamics. If there was a strong market for AO titles the EMA boycott wouldn't matter and it would fade away just like the CCA did. In the meantime there aren't many people making AO titles, but there's nothing preventing them from making AO titles other than good business sense.