British Board of Film Classification  &  Video Games
Contents Introduction to BBFC 2006/07 statistics How BBFC examine games Recent video games research Aims Methodology  Key findings Next steps
Introduction Started classifying films in 1913 Independent, non-governmental body funded through charged fees Video came under BBFC remit in 1985 with Video Recordings Act 1984 –  ‘suitability of viewing in the home’ Became British Board of  Classification   (not censors)  ‘ A highly expert & experienced regulator of the moving image (film, video, DVD & video games)’
Some facts In  2006 ,  BBFC  classified  18,103 works 15,122   (83%) videos & DVDs 2,128  (12%)   trailers & ads 555   (3%)   films 298   (2%)   digital games Although video games small % of BBFC’s overall total, is an important area First video game classified - DRACULA in 1986 Video games submissions  increased tenfold  from 2000 to 2006 (28 to 298)
PEGI Pan European Game Information Administered by the VSC Ratings based on questionnaire 16+ & 18+ games checked All 18+ & non-exempt games referred to the BBFC
VRA human sexual activity or acts of force or restraint associated with such activity mutilation or torture of, or other acts of gross violence towards humans or animals human genital organs or human urinary or excretory functions techniques likely to be useful in the commission of offences or is likely to any significant extent to stimulate or encourage anything falling within paragraph (a) or (b) Or if digital work contains ‘moving images’ as an ‘extra’  (ie. trailers, ‘Behind the Scenes’, interviews etc) Section 2 of the Video Recordings Act 1984: ‘ A work is not exempted if, to any significant extent, it depicts’:
2006/07 video games Harry Potter & the Goblet of Fire /  Starship Troopers Demo  / Urban Chaos: Riot Response /  Metal Gear Acid 2  / Hitman: Blood Money /  The Godfather  / From Russia With Love /  The Sims Deluxe Edition  / Final Fight – Streetwise /  Timeshift  / Tenchu: Time of the Assassins /  Trapt  / Resident Evil: Deadly Silence /  State of Emergency 2  / Prey /  Def Jam Fight for New  York: The Takeover  / GTA: Liberty City Stories /  World Championship Poker 2  / Full Spectrum  /  Warriors: Ten Hammers  / CSI 3: Dimensions of Murder /  Golden Nugget Casino DS  / Texas Hold ‘Em Poker DS /  Sin Episodes: Emergence  / Play Wize Poker & Casino /  Vegas Reel  / Saints Row /  Jaws Unleashed  / Call of Duty 2 /  Curious George  / Reservoir Dogs /  Metal Gear Solid 3 – Subsistence  / Company of Heroes /  Yakuza  / The Warriors /  Canis Canem Edit  / 50 Cent – Bulletproof /  24: The Game  / Ultimate Mortal Kombat 3 /  Dirge of Cerberus  / Call of Duty 3 /  Tom Clancy’s Splinter Cell - Double Agent  / Tony Hawk’s Project 8 /  Sid Meier’s Civilization Chronicles  / Rapala Tournament Fishing! /  Guitar Hero 2  / Eragon /  Barbie in The 12 Dancing Princesses  / Forbidden Siren 2 /  Crackdown  / Superman Returns /  Leisure Suit  Larry Collection  / Tony Hawk’s Downhill Jam /  IL2 Sturmovick – Forgotten Battles  / Driver ’76 /  Shrek the Third  / Tomb Raider Anniversary /  Dead Rising  / The Darkness /  Dungeon Siege 2: Broken World  / Call of Juarez /  F.E.A.R  / The Shield /  Viva Pinata
2006/07 video games Magazine covermount DVDs   - Jetix - OXM - XBox World 360 - PSW - PC Gamer - PC Zone - PC Format - OPS - PSM2 - Nintendo Official  Magazine - Ngamer
How BBFC examine The  BBFC Guidelines  - latest issue 2005 - published every four years, & derived from a combination of:  requirements of UK law & Human Rights Act 1988 public consultation  (citizens’ juries, research & questionnaires) research projects Examiners apply largely the same guidelines to games as to other media, allowing for some differences  Interactive aspect key – increasing physicality of games  (Wii)  means BBFC must fully understand the gaming experience To assist the examining process, BBFC recently commissioned bespoke research study
BBFC video games  research Overall research objective:   ‘ To improve understanding of what players enjoy about video games, & to explain their preferences for particular games’ how gamers relate to the medium what makes games attractive  (interplay between visuals, adrenalin rush, reward of finishing, social benefits of playing, etc) the implications for classifying games relative to other media  (grounds for applying different criteria to the classification of games?) how games are perceived by the public, & by parents of gamers
Research methodology Qualitative research, consisting primarily of interviews & discussions with: - gamers  ( aged 7 – 40 yrs; light, intermediate & heavy  players, in hours pw) - gaming & non-gaming parents of gamers  (of kids aged  7 – 17 yrs ) - people involved in game production, design & reviewing in  specialist press Fieldwork in several locations across UK in Autumn 2006
Key findings Basics - people playing games younger  (some 3yrs old)  - children usually have consoles in bedrooms  - ‘word of mouth’ & peer pressure a powerful influence  (especially with young boys) - notoriety of some games in media has effect on gamers wanting to play higher rated games Patterns of use - many young gamers play to the limits of what parents allow - girls/women typically play fewer games, shorter sessions  - men make time to play, women fit around other activities - boys talk about & share gaming experiences more than do girls
Key findings The appeal of video games - girls stay calmer & set achievable objectives – boys tilt  towards jeopardy & excitement - games offer a ‘safe’ environment, structured by learnable rules - gamers find this dependability  more relaxing & de-stressing  than more passive activities like watching TV   - Storylines a relatively weak element in overall appeal  - gamers forget they’re playing a game less readily than  filmgoers forget they’re watching a film - intense concentration & fierce determination to win or make  progress are not the same as deep   emotional involvement
Key findings Violence as an appealing element - violence as a means of eliminating obstacles is built into many  game structures  - violence contributes to game tension; gamers vulnerable to  being shot –  many concentrate on their own survival rather  than on inflicting damage   - violence is an element of escapism; makes the play  exhilaratingly out of reach of ordinary life - gamers seem not to lose awareness of playing a game & do  not mistake the game for real life
Key findings Gamer concerns about playing video games - sense of achievement can be fleeting,  ‘rather a cold,  emotionally shallow experience’  - some gamers uncomfortable with gore/bloody deaths, &  ‘wrongness’, wickedness prevailing over innocence - players exonerate games of responsibility for real violence - most gamers & professionals agree TV/film violence creates  more compelling, upsetting illusion Parental concerns - many relieved their kids not involved in more harmful activities - confident that their kids not influenced by game violence - no feeling that interactivity is an aggravating factor  – TV worse - many unaware of sexual content in games – more indignant  about sex than violence - more fear of ‘stranger danger’ than sex in games
Key findings Supervision & regulation - many parents see  amount of time  their kids spend on video  games - rather than  content  - as the problem - parents motivated to enforce classifications are often  defeatist: children get access to forbidden games anyway - some keep issue at arm’s length as conscious they don’t know  anything about games - widespread agreement that some regulation of video games  needed - current system generally regarded as fit for purpose  - problems seen with compliance; people buy kids age- inappropriate games, & stores don’t take games classifications  as seriously as DVDs
Next steps Research published this week Key research findings to be used to inform examination policy for video games Likely to be included in next issue of BBFC Guidelines, published 2008/9
Any questions? Caitlin O’Brien / Heidi Renton Examiners, BBFC www.bbfc.co.uk

WiG 2007 BBFC - Caitlin O'Brien & Heidi Renton

  • 1.
    British Board ofFilm Classification & Video Games
  • 2.
    Contents Introduction toBBFC 2006/07 statistics How BBFC examine games Recent video games research Aims Methodology Key findings Next steps
  • 3.
    Introduction Started classifyingfilms in 1913 Independent, non-governmental body funded through charged fees Video came under BBFC remit in 1985 with Video Recordings Act 1984 – ‘suitability of viewing in the home’ Became British Board of Classification (not censors) ‘ A highly expert & experienced regulator of the moving image (film, video, DVD & video games)’
  • 4.
    Some facts In 2006 , BBFC classified 18,103 works 15,122 (83%) videos & DVDs 2,128 (12%) trailers & ads 555 (3%) films 298 (2%) digital games Although video games small % of BBFC’s overall total, is an important area First video game classified - DRACULA in 1986 Video games submissions increased tenfold from 2000 to 2006 (28 to 298)
  • 5.
    PEGI Pan EuropeanGame Information Administered by the VSC Ratings based on questionnaire 16+ & 18+ games checked All 18+ & non-exempt games referred to the BBFC
  • 6.
    VRA human sexualactivity or acts of force or restraint associated with such activity mutilation or torture of, or other acts of gross violence towards humans or animals human genital organs or human urinary or excretory functions techniques likely to be useful in the commission of offences or is likely to any significant extent to stimulate or encourage anything falling within paragraph (a) or (b) Or if digital work contains ‘moving images’ as an ‘extra’ (ie. trailers, ‘Behind the Scenes’, interviews etc) Section 2 of the Video Recordings Act 1984: ‘ A work is not exempted if, to any significant extent, it depicts’:
  • 7.
    2006/07 video gamesHarry Potter & the Goblet of Fire / Starship Troopers Demo / Urban Chaos: Riot Response / Metal Gear Acid 2 / Hitman: Blood Money / The Godfather / From Russia With Love / The Sims Deluxe Edition / Final Fight – Streetwise / Timeshift / Tenchu: Time of the Assassins / Trapt / Resident Evil: Deadly Silence / State of Emergency 2 / Prey / Def Jam Fight for New York: The Takeover / GTA: Liberty City Stories / World Championship Poker 2 / Full Spectrum / Warriors: Ten Hammers / CSI 3: Dimensions of Murder / Golden Nugget Casino DS / Texas Hold ‘Em Poker DS / Sin Episodes: Emergence / Play Wize Poker & Casino / Vegas Reel / Saints Row / Jaws Unleashed / Call of Duty 2 / Curious George / Reservoir Dogs / Metal Gear Solid 3 – Subsistence / Company of Heroes / Yakuza / The Warriors / Canis Canem Edit / 50 Cent – Bulletproof / 24: The Game / Ultimate Mortal Kombat 3 / Dirge of Cerberus / Call of Duty 3 / Tom Clancy’s Splinter Cell - Double Agent / Tony Hawk’s Project 8 / Sid Meier’s Civilization Chronicles / Rapala Tournament Fishing! / Guitar Hero 2 / Eragon / Barbie in The 12 Dancing Princesses / Forbidden Siren 2 / Crackdown / Superman Returns / Leisure Suit Larry Collection / Tony Hawk’s Downhill Jam / IL2 Sturmovick – Forgotten Battles / Driver ’76 / Shrek the Third / Tomb Raider Anniversary / Dead Rising / The Darkness / Dungeon Siege 2: Broken World / Call of Juarez / F.E.A.R / The Shield / Viva Pinata
  • 8.
    2006/07 video gamesMagazine covermount DVDs - Jetix - OXM - XBox World 360 - PSW - PC Gamer - PC Zone - PC Format - OPS - PSM2 - Nintendo Official Magazine - Ngamer
  • 9.
    How BBFC examineThe BBFC Guidelines - latest issue 2005 - published every four years, & derived from a combination of: requirements of UK law & Human Rights Act 1988 public consultation (citizens’ juries, research & questionnaires) research projects Examiners apply largely the same guidelines to games as to other media, allowing for some differences Interactive aspect key – increasing physicality of games (Wii) means BBFC must fully understand the gaming experience To assist the examining process, BBFC recently commissioned bespoke research study
  • 10.
    BBFC video games research Overall research objective: ‘ To improve understanding of what players enjoy about video games, & to explain their preferences for particular games’ how gamers relate to the medium what makes games attractive (interplay between visuals, adrenalin rush, reward of finishing, social benefits of playing, etc) the implications for classifying games relative to other media (grounds for applying different criteria to the classification of games?) how games are perceived by the public, & by parents of gamers
  • 11.
    Research methodology Qualitativeresearch, consisting primarily of interviews & discussions with: - gamers ( aged 7 – 40 yrs; light, intermediate & heavy players, in hours pw) - gaming & non-gaming parents of gamers (of kids aged 7 – 17 yrs ) - people involved in game production, design & reviewing in specialist press Fieldwork in several locations across UK in Autumn 2006
  • 12.
    Key findings Basics- people playing games younger (some 3yrs old) - children usually have consoles in bedrooms - ‘word of mouth’ & peer pressure a powerful influence (especially with young boys) - notoriety of some games in media has effect on gamers wanting to play higher rated games Patterns of use - many young gamers play to the limits of what parents allow - girls/women typically play fewer games, shorter sessions - men make time to play, women fit around other activities - boys talk about & share gaming experiences more than do girls
  • 13.
    Key findings Theappeal of video games - girls stay calmer & set achievable objectives – boys tilt towards jeopardy & excitement - games offer a ‘safe’ environment, structured by learnable rules - gamers find this dependability more relaxing & de-stressing than more passive activities like watching TV - Storylines a relatively weak element in overall appeal - gamers forget they’re playing a game less readily than filmgoers forget they’re watching a film - intense concentration & fierce determination to win or make progress are not the same as deep emotional involvement
  • 14.
    Key findings Violenceas an appealing element - violence as a means of eliminating obstacles is built into many game structures - violence contributes to game tension; gamers vulnerable to being shot – many concentrate on their own survival rather than on inflicting damage - violence is an element of escapism; makes the play exhilaratingly out of reach of ordinary life - gamers seem not to lose awareness of playing a game & do not mistake the game for real life
  • 15.
    Key findings Gamerconcerns about playing video games - sense of achievement can be fleeting, ‘rather a cold, emotionally shallow experience’ - some gamers uncomfortable with gore/bloody deaths, & ‘wrongness’, wickedness prevailing over innocence - players exonerate games of responsibility for real violence - most gamers & professionals agree TV/film violence creates more compelling, upsetting illusion Parental concerns - many relieved their kids not involved in more harmful activities - confident that their kids not influenced by game violence - no feeling that interactivity is an aggravating factor – TV worse - many unaware of sexual content in games – more indignant about sex than violence - more fear of ‘stranger danger’ than sex in games
  • 16.
    Key findings Supervision& regulation - many parents see amount of time their kids spend on video games - rather than content - as the problem - parents motivated to enforce classifications are often defeatist: children get access to forbidden games anyway - some keep issue at arm’s length as conscious they don’t know anything about games - widespread agreement that some regulation of video games needed - current system generally regarded as fit for purpose - problems seen with compliance; people buy kids age- inappropriate games, & stores don’t take games classifications as seriously as DVDs
  • 17.
    Next steps Researchpublished this week Key research findings to be used to inform examination policy for video games Likely to be included in next issue of BBFC Guidelines, published 2008/9
  • 18.
    Any questions? CaitlinO’Brien / Heidi Renton Examiners, BBFC www.bbfc.co.uk