Table 2
ESRB video game ratings system and content descriptions*
| Rating | Content may be suitable for: | Examples |
|---|---|---|
| Early childhood | Age 3 and older; no material that parents would find inappropriate | Atari/others’ Dora the Explorer (series), Knowledge Adventure/Vivendi Universal’s Jump start (series) |
| Everyone | Age 6 and older; minimal cartoon, fantasy, or mild violence and/or infrequent use of mild language | Disney Interactive Studios/Buena Vista Games’ Hannah Montana (series), Taito Corporation’s Bubble Bobble |
| Everyone 10+ | Age 10 and older; more cartoon, fantasy, or mild violence, mild language and/or minimal suggestive themes | Electronic Arts’ Need for Speed: ProStreet, Ubisoft’s Rayman Raving Rabbids 2 |
| Teen | Age 13 and older; may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language | Midway Amusement Games’ Lord of the Rings Online: Shadows of Angmar (MMO), Sony Online Entertainment’s EverQuest (series; MMO) |
| Mature | Age 17 and older; may contain intense violence, blood and gore, sexual content, and/or strong language | Microsoft Corporation’s Halo (series), Rockstar Games’ Grand Theft Auto (most games in the series) |
| Adults only | Age 18 and older; may include prolonged scenes of intense violence and/or graphic sexual content and nudity | Vivendi Universal’s Leisure Suit Larry: Magna Cum Laude Uncut and Uncensored, Rockstar Games’ Grand Theft Auto: San Andreas |
| * On video game boxes, look for rating symbols on the front and content descriptions on the back. | ||
| ESRB: Entertainment Software Rating Board | ||
| MMO: massively-multiplayer online role-playing game | ||
| Source: Reference 7 | ||
Characteristics of ‘pathologic’ video game play
| Feeling agitated when not playing |
| Feeling “addicted” to play |
| Not being able to decrease time spent playing |
| Not sleeping because of video game play |
| Missing meals because of video game play |
| Being late because of video game play |
| Having arguments at home because of video game play |
| Letting video game play interfere with social relationships |
| Letting video game play interfere with schoolwork |
| Spending excessive amounts of money on video game play |
| Source: Reference 11 |
CASE CONTINUED: Going with the ‘flow’
Nick says he enjoys playing with people he’s met through a massively-multiplayer online role-playing game (MMORG, or also called MMO or MMP). The “guild” he has joined is a small community that collaborates to complete quests in the game. Nick describes his character—a healer—as a key figure who supports fellow players by replenishing their in-game health. Everyone in the guild thinks he’s important, and he likes to feel respected. Nick says this is quite different from how people treat him in “real” life. He says he often feels worthless and scared that his friends and family don’t think he’s good enough.
Video game play facilitates the experience of “flow”—a mental state of positive energy and effortless focus experienced while immersed in an activity over which one feels a sense of control. Video game play incorporates components of a flow experience (Table 4), including clear, focused goals that are attainable yet challenging and require a high level of concentration. Individuals who engage in artistic, athletic, or meditative activities often report experiencing flow.12
Flow can distort one’s sense of time, setting the stage for frustration on both sides when parents want their video game-playing child to engage in other activities. Their efforts to redirect their child’s attention—whether effective or not—disrupt the pleasurable feeling of flow.
Table 4
Characteristics of flow experiences related to video games
| Characteristic | Effect associated with video game play |
|---|---|
| Clear goals | Discernible objectives are appropriate to player’s abilities |
| Highly focused concentration | Allows player to become absorbed within a limited field of attention |
| Lack of self-consciousness | Player’s actions seem effortless |
| Distorted sense of time | Player lacks accurate sense of how long he/she has been playing |
| Direct and immediate feedback | Success and failure are quickly evident, allowing player to change strategies |
| Appropriate level of challenge | Difficulty is balanced with player’s ability |
| Control | Player has sense of control and self-efficacy |
| Source: Reference 7 | |
Types of games and devices
Role-playing games (such as Square Enix’s Final Fantasy series) involve players’ assuming identities and managing role-specific tasks and resources to progress through the game (for instance, a ranger befriending animals and tracking enemies in the wilderness).
