The ESRB is a separate operation within the ESA structure; however, it does not have any interaction with the ratings or exposure to the games on a pre-release basis, unless the publisher chooses to disclose something on its own. The relationship between the ESRB and the ESA is likened to a “church and state separation” kind of affiliation. Mr. Taylor confirmed that in order for the ratings system to remain credible, it must continue to be separate from advertising or similar kinds of promotional devices.
In addition to assisting the gaming industry to confront major challenges, the ESA supports the industry by educating the public about exactly who gamers are, to ensure that the audience is understood and recognized. For example, many people continue to believe that a “gamer” is a teenager, when in fact, the average gamer is approximately 33 years old and has been playing for on average, 12 years or more.
According to Mr. Taylor, “67 % of heads of households play computer video games. It is not all child’s play, although fortunately there is play for children available. Part of the challenge, is creating a great understanding of the facts of who the gaming population is, as well as the positive contributions our industry is making in any number of areas.”
The video game industry, which began as a kind of “runt” of the entertainment world, has become much more sophisticated, a viable force with advances in technology that allow complex stories to be told in greater detail. It is the gaming industry that is leading the pack, with a growth rate of 70% over the rest of the economy.
In conclusion, Mr. Taylor recommends that all gamers who care about the industry become involved in the Video Game Voters Network, to learn about what they can do to support and protect their rights as video game enthusiasts, while keeping abreast of the developments concerning video gaming regulation.