News Articles 2007 

PLAYING VIDEO GAMES - BBFC PUBLISHES RESEARCH (17.04.07)

Video games tend to polarise opinions in a way that other entertainment media do not. People who do not play them cannot understand their attraction and that lack of understanding can lead to some games being demonised. While there is research designed to show the short term physical reactions of video games players, there is very little information about why people play video games and what impact they think playing games has on them. The BBFC today published the results of a research project involving video games players ranging from children as young as seven through to players in their early 40s; parents of young games players; games industry representatives; and games reviewers.

The research set out to gain insights into a number of issues including:

  • the attractions of playing video games;
  • what impact games players think playing has on them and their behaviour;
  • whether the interactivity element of games alters the experience;
  • what players think about the violence in some games;
  • how they choose which games to play; and
  • what parents think about video games.

The key findings of the research were:

  • that children begin playing games at an increasingly early age, but that the overall age of games players is getting older;
  • there is a sharp divide between male and female games players in their taste in games and how long they spend playing;
  • female games players tend to prefer ‘strategic life simulation’ games like The Sims and puzzle games and spend less time playing than their male counterparts;
  • male players favour first ‘person shooter’ and sports games and are much more likely to become deeply absorbed in the play;
  • younger games players are influenced to play particular games by peer pressure and word of mouth, but negative press coverage for a game will significantly increase its take up;
  • people play games to escape from every day life and to escape to a world of adventure without risk which is under the control of the gamer, unlike the real world;
  • games provide a sense of achievement and are active, unlike television and films which are passive. However, games are better at developing action than building character and as such gamers tend to care less about the storyline than making progress in the game;
  • gamers appear to forget they are playing games less readily than film goers forget they are watching a film because they have to participate in the game for it to proceed. They appear to non-games players to be engrossed in what they are doing, but, they are concentrating on making progress, and are unlikely to be emotionally involved;
  • gamers claim that playing games is mentally stimulating and that playing develops hand eye coordination;
  • violence in games, in the sense of eliminating obstacles, is built into the structure of some games and is necessary to progress through the game. It contributes to the tension because gamers are not just shooting, they are vulnerable to being shot and most gamers are concentrating on their own survival rather than the damage they are inflicting on the characters in the game. While there is an appeal in being able to be violent without being vulnerable to the consequences which similar actions in real life would create, gamers are aware that they are playing a game and that it is not real life;
  • gamers are aware that violence in games is an issue and younger players find some of the violence upsetting, particularly in games rated for adults. There is also concern that in some games wickedness prevails over innocence. However, most gamers are not seriously concerned about violence in games because they think that the violence on television and in films is more upsetting and more real;
  • gamers are virtually unanimous in rejecting the suggestion that video games encourage people to be violent in real life or that they have become desensitised. They see no evidence in themselves or their friends who play games that they have become more violent in real life. As one participant said: “I no more feel that I have actually scored a goal than I do that I have actually killed someone. I know it’s not real. The emphasis is on achievement.”;
  • non-games playing parents are concerned about the amount of time their children, particularly boys, spend playing games and would prefer that they were outside in the fresh air. However, they are more concerned about the ‘stranger-danger’ of internet chat rooms. While the violence in games surprises them and concerns some of them, they are confident that their children are well balanced enough to not be influenced by playing violent games;
  • while parents agree that there should be regulation of games some are happy to give their children adult games because they are “only games”.

David Cooke, Director of the BBFC said:

“The BBFC classified just under three hundred video games last year. Most games in the UK are classified under a pan-European voluntary system, but those with adult content are required to come to us. We take this part of our responsibilities under the Video Recordings Act very seriously. Our examiners actually play the games for up to five hours, assessing all levels of the games and considering all the key issues. Players and the parents of young players can be sure that all aspects of the game have been taken into account before reaching a classification. We require key issues to be flagged and aids such as cheat codes to be supplied to us. We take context into account, and examine works in a way which is as thorough and penetrating as anywhere in the world.

“The element of interactivity in games carries some weight when we are considering a video game. We were particularly interested to see that this research suggests that, far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television. The adversaries which players have to eliminate have no personality and so are not real and their destruction is therefore not real, regardless of how violent that destruction might be. This firm grasp on reality seems to extend to younger players, but this is no reason to allow them access to adult rated games, as they themselves often admit that they find the violence in games like Manhunt very upsetting. Parents should not treat video games in the same way they would board games. We will continue to examine very carefully those games which come to us, to flag any concerns we have and, if necessary, to use our statutory powers.

“There is no question that video games are an important form of entertainment for an ever increasing number of people. As the technology improves the games will become more and more realistic and it is important that games are properly rated to protect younger players from the games with adult content, which the BBFC does. This research provides some valuable insights into why people play video games and what effect they think playing has on themselves and friends. It has also highlighted parental attitudes to video games. We hope that it will provide some food for thought for the industry, and everyone who has an interest in the impact of games and we will be taking the research outcomes into account as we review our games classification policies over the coming months.”

Research Document download

BBFC ANNUAL REPORT PUBLISHED - BBFC TO PILOT ONLINE CLASSIFICATION (23.05.07)

The BBFC is working closely with the film industry to develop a means of classifying films which will be available to download via the internet. An industry/BBFC working party has come up with plans which will enable consumers to have access to the same BBFC category information and Consumer Advice as they currently enjoy with cinema films and DVDs, at point of online hire or sale.

David Cooke, Director of the BBFC said in the BBFC 2006 Annual Report:

“The BBFC is not seeking an open-ended regulatory role on the internet; the focus here is on material which would previously have been delivered in physical film or DVD format. We are keen to show that the BBFC is prepared to be open-minded and imaginative in responding to the challenges and opportunities of new media.

“The response of the industry to this initiative has been extremely positive. We are currently working on a pilot scheme with several key industry players, covering the family entertainment end of the market through to the adult industry. We are also talking to the games industry about the possibility of classifying some online games. Recent research carried out for us showed that 84 per cent of people would like to see the BBFC classifications applied to films downloaded via the internet and this rose to 91 per cent of parents. This is not surprising when one considers that many downloads are likely to be offered on a ‘download to burn’ basis by which the consumer ends up with a DVD just like the one being sold on the high street. As well as the known and trusted classification category symbols, downloaded films will come with an online version of the BBFC’s ‘black card’, which is so much a part of the cinema going experience.

“This co-regulatory approach is very much in line with the latest version of the Audio-Visual Media Services Directive, covering online media services. The BBFC is also a member of the Cross-Industry Audiovisual Content Information Group, an Ofcom backed initiative aimed at establishing common principles for the labelling of online content.”

The report also highlights another busy year for the BBFC, with works classified rising from 16,958 in 2005 to 18,103 in 2006. Only one work was rejected in 2006, an ‘R18’ work – the category reserved for hard core pornography available only through licensed sex shops – called Struggle in Bondage. The work consisted of a series of sequences depicting women bound and gagged, writhing and struggling against their restraints. The struggling and whimpering of the women appears calculated to suggest that they have been bound against their will and it is clear from the manner of presentation that the work is intended to stimulate sexual arousal in the viewer. Because of the lack of obvious consent, and in line with the Board’s policies on sexual violence, the work was rejected as cuts would not have left a viable work. Around a quarter of ‘R18’ works were cut in 2006.

Ten of the 555 cinema films submitted in 2006 were cut, mainly for category, but over ten per cent of films submitted with a category request were given a higher category. Where material is considered unsuitable for a younger audience the Board prefers to place it in a higher category rather than impose cuts.

A record number of video games – 298 – were submitted in 2006. Video games only have to come to the BBFC for classification if they lose their exemption under the terms of the Video Recordings Act because they contain certain material including strong violence, sex or useful criminal techniques. The majority of games are subject to a voluntary self assessment rating through the Pan European Game Information (PEGI) organisation. The increase in digital media submissions to the BBFC is due largely to the amount of linear video content which is now present in most games. This frequently results in the work losing its ‘exempt’ status unless designed to inform, educate and instruct. Many games are based on popular films and television shows, and it is not unusual for actual clips or digitally rendered ones to be included in the game.

The BBFC 2006 Annual Report includes the accounts for the year along with information about the work of the Board during the year.

BBFC Annual Report 2006 download

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BBFC REJECTS VIDEO GAME, MANHUNT 2 (19.06.07)

The BBFC has rejected the video game Manhunt 2. This means that it cannot be legally supplied anywhere in the UK. The game was submitted in both a PS2 and a Nintendo Wii version. The decision was taken by the Director and the Presidential Team of Sir Quentin Thomas, Lord Taylor of Warwick and Janet Lewis-Jones.

David Cooke, Director of the BBFC said:

“Rejecting a work is a very serious action and one which we do not take lightly. Where possible we try to consider cuts or, in the case of games, modifications which remove the material which contravenes the Board’s published Guidelines. In the case of Manhunt 2 this has not been possible. Manhunt 2 is distinguishable from recent high-end video games by its unremitting bleakness and callousness of tone in an overall game context which constantly encourages visceral killing with exceptionally little alleviation or distancing. There is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged, in the game.

“Although the difference should not be exaggerated the fact of the game’s unrelenting focus on stalking and brutal slaying and the sheer lack of alternative pleasures on offer to the gamer, together with the different overall narrative context, contribute towards differentiating this submission from the original Manhunt game. That work was classified ‘18’ in 2003, before the BBFC’s recent games research had been undertaken, but was already at the very top end of what the Board judged to be acceptable at that category.”

“Against this background, the Board’s carefully considered view is that to issue a certificate to Manhunt 2, on either platform, would involve a range of unjustifiable harm risks, to both adults and minors, within the terms of the Video Recordings Act, and accordingly that its availability, even if statutorily confined to adults, would be unacceptable to the public.” Under the terms of the Video Recordings Act distributors have the right to appeal the Board’s decision.

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BBFC Considers Position on Manhunt 2(10.12.07)

Following the decision by the Video Appeals Committee to allow the appeal by Rockstar against the BBFC’s rejection of the game by a majority of four to three, David Cooke, Director of the BBFC said:

“The BBFC will carefully study the judgement by the Video Appeals Committee when it becomes available.

“The BBFC exercises great vigilance and care in ensuring that all violent games which are submitted to us are correctly classified. Our decisions are based on published guidelines, which are the result of very wide public consultation. The Board also provides very full content information to the public, including parents, about the videogames which it classifies. We recently launched a new website for parents, PBBFC, in addition to the main website and our websites for children and students.

“The BBFC twice rejected Manhunt 2 for its focus on varied and cumulative killings. We recognize that rejection is a very serious step, in which the desire of publishers to market their games, and that of gamers to buy them, must be balanced against the public interest, including the full range of possible harm risks to vulnerable individuals and to any children who may be wrongly exposed to such games. Such balancing judgements are inevitably complex and multi-faceted, and are made only after very careful consideration of the contents of a work. We played Manhunt 2 for well over 30 hours prior to our decision.

The Board recognizes that the available research findings on the effects of video games (including positive as well as harmful effects) are varied and contested. But we continue to believe that a broad approach to the possible risks is needed, which goes beyond purely behavioural harm, and which also takes account of other possible effects on the sensibilities and attitudes of individuals.”

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BBFC To Apply For A Judicial Review Of The VAC Decision On Manhunt 2

The BBFC is applying for a judicial review of the decision by the Video Appeals Committee to overturn the Board’s rejection of the video game Manhunt 2. The Board’s challenge also seeks suspension of the Committee’s decision that the game should be classified.

The BBFC is contesting the VAC judgement because in the Board's view, it is based on an approach to harm which is an incorrect interpretation of the Video Recordings Act. The VAC judgement, if allowed to stand, would have fundamental implications with regard to all the Board’s decisions, including those turning upon questions of unacceptable levels of violence. If the VAC’s decision is suspended, then the game will not be classified before the outcome of the Judicial Review.

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BBFC given leave to go to Judicial review

The BBFC was today given permission to judicially review the decision by the Video Appeals Committee to overturn the Board’s rejection of the video game Manhunt 2. The Board has also been granted a stay on the classification of the game. It is expected that the case will be heard in January.

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