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VSC welcomes UK government decision to grant it new powers to rate video games.

16th June 2009
The Video Standards Council (VSC) is to become the designated authority for classifying video games in the UK, the DCMS announced today
 
All games will receive ratings from the Pan European Rating Information system (PEGI), bringing the UK fully into line with 29 other European countries. The VSC will be responsible for ensuring that games comply with PEGI standards before providing licences for them to be sold in the UK.
 
The VSC is a robust organisation independent of the games industry and will ensure that PEGI fully embraces UK sensitivities in the PEGI age rating system
 
The change will provide clarity for parents, children and gamers alike. Clear, uniform and consistent PEGI ratings will be applied to games, whether bought from shops or via the internet and whether played online or offline.
 
There has always been a good working relationship between the VSC and the BBFC. In its new role the VSC looks forward to working with the BBFC to bring the change about.
 
Welcoming the decision, Baroness Shephard, President of the VSC, said:
 
"The Government has today taken a major step to improve child safety, online and offline, in the video games sector.
 
PEGI is a robust, independent games rating system used widely throughout Europe and beyond. VSC is the leading PEGI authority, rating all video games aged 12 and above in 30 countries. By making PEGI legally enforceable in the UK, the Government has shown that it is determined to protect children, help parents make informed decisions and deliver consistency in games rating."
 
As part of the decision announced today by DCMS Secretary of State Ben Bradshaw MP,VSC will be given powers to ban a game which infringes the Video Recordings Act from sale or distribution in the UK. The power will be granted following Parliamentary approval.
Baroness Shephard said:
 
 "VSC will exercise this new power independently of the PEGI system, providing a ‘fail-safe' for the UK – protecting children through PEGI and addressing UK-specific sensibilities by refusing classification of any game which falls foul of the Video Recordings Act.
 
This decision is the right one for consumers in the UK."

PEGI system adopted for all UK games

17 June 2009
An overhaul of video games classification rules will make selling a video game rated 12 or over to an underage person illegal for the first time, Creative Industries Minister Siôn Simon announced today.
The PEGI (Pan European Game Information) system, currently used in most European countries, will become the sole method of classifying video games in the UK. It will replace the current hybrid system that has two separate sets of symbols, either of which can appear on video games, and is sufficiently adaptable to work in the rapidly expanding online games market.
Today's announcement also heralds a new role for the Video Standards Council (VSC), an organisation which is independent from the games industry and will take a statutory role, with a mandate to implement the PEGI classification system for all video games in the UK.
This new system will work alongside the robust regulation of Films and DVDs carried out by the British Board of Film Classification, to ensure that consumers have the strongest possible protection across these media. There is no intention to disturb BBFC's jurisdiction in respect of linear material. The BBFC will continue to provide Blu Ray distributors with a one-stop service as at present. It is important that the BBFC and the VSC work together to share best practice in a rapidly changing and demanding media landscape.
The Government will now work closely with PEGI and the VSC on the development of a single, clear set of age-rating symbols to give parents the information they need to ensure that children are protected from unsuitable content, and help retailers to avoid breaking the law by selling games to people below the appropriate age. The new system will consist of five age categories and a series of pictorial boxes, describing content such as bad language or violence.
Announcing today's decision as part of the Digital Britain report, Siôn Simon said:
 "Protecting children and giving parents a clear and robust new system has always been our starting point. The new system of classification follows the essential criteria set out by Professor Tanya Byron, who recommended a trustworthy, uniform and clear set of symbols that is flexible and future proof.
"We will now work with PEGI and the VSC to agree exactly what the new symbols will look like and how they will work in the UK market, to ensure they provide the clarity and safeguards that are needed.
"The UK already has a robust system of classification for films and DVDs run by the BBFC. The new system of games classification will match those high standards as this important market continues to evolve."
Today's announcement follows an in-depth period of consultation by Government that started with Professor Tanya Byron's landmark report Safer Children In A Digital World, published in March 2008.
 
Professor Byron said:
"In my review to Government I identified the need to improve the video games classification system. I identified some fundamental criteria including making games suitable for 12-year-olds and above subject to statutory control. I also said the system had to have child safety at its heart and have the ability to adapt to future challenges. All these criteria are important for ensuring that parents have the tools they need to make informed choices and keep their children safe. 
"The PEGI system has been strengthened since my review and the Government has consulted widely on each of my suggested criteria. I support the Government's decision to combine the PEGI system with UK statutory oversight."
The new system:
·     mirrors the way games are classified in much of Europe, which is increasingly important as more games are played online and across international borders;
·     is designed with child-safety as its main priority;
·     is highly adaptable and works well for games distributed both on and offline; and
·     includes tough sanctions for manufactures who flout the rules, for example by making a false declaration about a game's content. These include fines of up to 500,000 Euros and a refusal to classify.
 
Currently two sets of symbols can be found on video games sold in the UK: BBFC and PEGI. Under the existing system, the BBFC has a legal duty to classify games that depict "gross violence or sexual content". All other games are classified on a voluntary basis under the PEGI system.
 
The new system will extend PEGI's remit so that all games are classified using its symbols. Information on the content of each game will be submitted to PEGI administrators including the Video Standards Council, which will then review each game to ensure it complies with the law. Following this evaluation, the manufacturer receives a licence to use the PEGI rating logos. The VSC, as statutory authority, will take account of UK sensibilities, and will have the power to ban games that are inappropriate for release in the UK.
PEGI's code of conduct determines which age rating is appropriate for different types of content. The PEGI Advisory Board, which includes representatives of parent and consumer groups, child psychologists, media experts and lawyers, maintains the code and recommends adjustments in line with social, technological or legal developments.
The games industry is now committed to funding an extensive public awareness and education campaign, ensuring the PEGI symbols are recognised as widely as possible, and giving parents, retailers and game players of all ages the information they need to act within the law and make informed choices about suitable content.
 
Notes to editors
1. Professor Byron's report, "Safer Children in a Digital World", is available at: http://www.dcsf.gov.uk/byronreview/ . One of the key recommendations to Government was an overhaul of the system of video games classification, which she considered lacked clarity and the legal status needed to ensure that it protects children from unsuitable content.
2. Video Games currently only fall within the statutory classification regime set out in the Video Recordings Act 1984 if the contain gross violence or sexual content.
3. Introducing a new system of classification and increasing the statutory role of the VSC will require primary legislation.
4. The VSC has no video games publishers on their Board and members of staff are not taken from the industry. They are also not funded directly by the industry as all fees are paid to PEGI. When fully established, the VSC will commission research into UK sensibilities and be able to offer the public reassurance that their views have been taken into account within the wider guidelines.
5. PEGI is independent from the games industry. The PEGI Advisory Board comprises of fully independent experts and representatives of culture departments from Governments across Europe. PEGI criteria for rating games can only be altered by the PEGI Advisory Board. There are no games publishers on the PEGI Advisory Board.
6. The PEGI administrators will thoroughly examine each game before awarding a classification. The publisher is required to fill in an initial form declaring game content, which is used by the VSC to determine the validity of the declaration when compared to their own examination. PEGI has the power to impose strict sanctions (fines or refusal to classify) should the publisher deliberately offer a false declaration.
7. The views of the public are important in determining the relationship between age rating and suitability of content, which is why the VSC will commission research into UK sensibilities which it can feed into the PEGI criteria. Part of the reason for having a UK statutory body overseeing this process is that in some instances the British public may be particularly sensitive to certain types of content. Should the public have a significant reaction to a particular game classification this will be fed back to the PEGI advisory board who will revise the criteria accordingly if appropriate.
 


PEGI supports 2nd successful edition of “Game-city” in Vienna.

Vienna, 17-19 October 2008. The second edition of « Game-City » organised by the Austrian Entertainment Software Association OVUS and the city of Vienna in the city town hall, was an overwhelming success. With more than 52.000 visitors, a 100% increase compared to last year, growth expectations were exceeded. The three day conference gathered video game publishers, as well as youth protection organisations and numerous experts in media literacy and child psychology offering children and parents an opportunity to learn about video games, minor protection and media literacy.
 
The Interactive Software Federation of Europe (ISFE) supported the event with an information campaign to spread the word about the Pan-European Game Information (PEGI) system and PEGI Online, its addendum for online gaming. PEGI provides European parents with detailed recommendations regarding the age suitability of game content by an independent administrator in the form of age labels and content descriptors on game packages. PEGI Online aims to address risks associated with real time player interaction and changing content of online games.
 
In addition, Game-city hosted the international conference Future and Reality of Gaming (FROG) featuring a large variety of international keynote speakers in the field of pedagogic and computer game research. Presentations covered topics such as theory of gaming, future perspectives of the industry, game design as well as various pedagogical gaming issues. ISFE's education expert Catherine Geeroms who gave a presentation on the use of video games as a media literacy tool, was very impressed: "Game-City 08 provided a unique platform where a mixed audience of children, gaming enthusiasts as well as parents and experts could learn more about many different aspects of games and gaming.

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Protecting human rights on the Internet - Council of Europe launches guidelines in cooperation with online games and Internet service providers

Strasbourg, 03.10.2008.- The Council of Europe today launched, in close cooperation with European online game designers and publishers and with Internet service providers, two sets of guidelines which aim to encourage respect and promote privacy, security and freedom of expression when, for example, accessing the Internet, using e-mail, participating in chats or blogs, or playing Internet games.
 
The Interactive Software Federation of Europe (ISFE) and the European Internet Service Providers Association (EuroISPA), concerned by the need to raise awareness about human rights and to build confidence on the Internet, have worked with the Council of Europe, which has a mandate to protect these rights in Europe, to create two separate sets of guidelines for their respective sectors. Building on existing self-regulations or projects, these guidelines offer simple and practical guidance to the operators concerned on how to make the Internet an open and safe place for users and to ensure their right to access, play and create.

The specific guidelines for online game providers signal the importance of raising awareness of the positive use of games balanced with the need to secure freedom of expression and to protect users, children in particular, from unsuitable, violent or racist content. They also recommend applying independent labeling and rating systems for games, such as the Pan European Game Information (PEGI) system or PEGI Online, and offering guidance to users and parents on risks such as the excessive use of games, bullying or harassment, and providing personal data.

The guidelines for ISPs – which provide access to the Internet, content, hosting and services such as e-mail, chats or blogs – recommend firms to ensure that information is available to users entering the Internet world about the risks to privacy, security and freedom of expression. One of their key aims is to complement the work already carried out by operators to help protect children from harmful or illegal content and other risks such as grooming. They also deal with risks for data integrity such as viruses or worms; and for privacy, for example, the collection of personal data without the consent of users.
 
"This new approach complements the Council of Europe's work in promoting human rights. It follows our conviction that every stakeholder in society – the private sector included –has a role to play within its sphere of activity. It does not consist of creating legal texts, but in assisting companies to promote these rights in their daily activity", said Jan Kleijssen, Director of Standard-Setting of the Council of Europe.
 
"Over the last six years, the PEGI self-regulation has met its core objective to provide European parents with recommendations regarding the suitability of game content for minors. The fact that this further step is endorsed by the European organisation that stands for human rights is both a tribute to our achievements and an invitation to further improve PEGI", said Patrice Chazerand, Secretary General of ISFE. ISFE represents the interests of the online game industry in 31 European countries.
 
"Defence of human rights has always been at the forefront of EuroISPA activities. We have always been acutely aware of the fact that the Internet poses particular challenges for users in protecting their fundamental rights. We will therefore continue to make sure that consumers have the best quality information available to them, while insisting that ISPs must not suffer from excessive demands from governments and that consumers' rights are not undermined by the effects of "information overload" or disproportionate interference in their private lives", said Professor Michael Rotert,Vice-President of EuroISPA. EuroISPA represents around 1,000 ISPs in Europe – providing services such as access to the Internet, applications, content and hosting.
 
Guidelines for the Online Games Providers (link)
http://www.coe.int/t/dghl/standardsetting/media/Doc/H-Inf(2008)008_en.pdf
Guidelines for the Internet Service Providers (link)
http://www.coe.int/t/dghl/standardsetting/media/Doc/H-Inf(2008)009_en.pdf
 
 
For more information:
 
Contact at Council of Europe: Jaime Rodríguez, Press Officer,
Tel. +33 (0) 689 99 50 42 E-mail: jaime.rodriguez@coe.int
 
Contact at ISFE: Patrice Chazerand, Secretary General
Tel: +32 (0) 2 502 88 73, Email: patrice.chazerand@isfe.eu
 
Contact at EuroISPA: Joe McNamee, Public Affairs Manager
Tel: +32 2 503 2265, E-mail : joe@euroispa.org
www.euroispa.org

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Europeans Play Videogames For Fun, Relaxation
And To Keep Fit Mentally

ISFE-Nielsen Research Shows Gaming As A Top Leisure Activity For Kids, Adults And Parents Across Europe


Brussels, Belgium, 27 May 2008 – ISFE, the Interactive Software Federation of Europe, today revealed new research findings that reflect the evolving trends among European videogame players. Across 15 markets, people between the ages of 16 and 49 said they spend nearly as much time gaming as they do watching TV or socializing with family and friends, and opt for gaming as a fun way to spend time while stimulating the imagination and staying mentally fit .

The results of the research project, conducted by Nielsen Games on behalf of ISFE, demonstrate the current make up of the European market for videogames. The findings put to rest some commonly held misperceptions about today's gaming community.

-          Videogames rate among top common leisure activities for Europeans. 40% of people play between 6 -14 hours a week, alongside time spent watching TV, surfing the Internet or visiting with friends and family

-          Videogames are recognized as offering unique benefits in relation to other mainstream entertainment such as TV and film. 72% play videogames for fun, 57% play as a way to stimulate the imagination, 45% say gaming makes them think. The social aspect of gaming online with others is a strong secondary motivator for game players

-          Europeans are playing responsibly at home. 81% of parents who game do so with their children. More than half of gaming parents always monitor what games their children play, as well as their game purchase choices

-          For non-gamers, there appears to be little to no negative sentiment towards videogames. Half of those who don't play (48%) cite simple lack of time as main reason for not playing videogames. 

 Jens Uwe Intat, Chairman of the ISFE board said: "Our research findings cement what those who work in the industry understand as a given, namely that videogames hold a recognized place in today's entertainment culture. The people that are videogaming today are of all ages, of both genders and of all nationalities. As an industry, we offer a huge variety of entertainment choices for all tastes and skill levels, and adult tax payers, grandparents and kids alike are playing in the way that suits them best."      

Recognition of PEGI, the European age rating system for videogames

Across the 15 countries surveyed, recognition of the Pan European Gaming Information (PEGI) age rating symbols is nearly universal (93%). When considering the PEGI age rating symbols, almost half of all parents surveyed said they find the current system either ‘extremely useful' or ‘very useful'.

"With about 70% of the top selling games within the major European regions[1] being rated 3+, there is a great variety of games that are suitable not only for the so called ‘hard core gamer', but actually for the entire family. Parents have a great choice today when it comes to choosing a game for their kids,  it is great to see that PEGI ratings and descriptors are proving to be recognized as a helpful tool by parents", adds Patrice Chazerand, Secretary General of ISFE.

Key European markets driving sector growth

The European market represents a greater share of global videogame-related sales than ever before.  In 2007, interactive software sales in nine major European markets[2] reached an estimated level of €7.3 billion. Representing games software alone (i.e. the games themselves, excluding the revenue generated by sales of hardware), this figure represents an increase of 25% year on year.  The UK alone generated €2.3 billion in revenue, followed by France (€1.6bn), Germany (€1.4bn), Spain (€0.7bn) and Italy €0.6bn)[3]. 

 Profile of Gamers: A Snapshot across Europe

Based on a nationally representative sample from the UK, Finland and Spain[4], chosen to represent a range of European geographies and stages of market development, the proportion of the adult population playing video games has reached very significant levels:

 

·         In the UK, 37 % of the population aged between 16 and 49 describe themselves as active gamers defined as currently playing games on a console, handheld device or PC. The same is true for 28% of the population in Spain and Finland.

·         Videogames are not restricted to the ‘younger crowd'; 33% of those aged 30 to 49 in the UK classify themselves as active gamers, followed by 23% in Finland and 16% in Spain.

·         Females represent a sizeable proportion of the games market: 29% of women aged 16 to 49 in the UK, and 18% in Spain and Finland, describe themselves as active gamers.

Over six in ten gamers say they play online. Online gaming transcends gender and age, with 62% stating online play as a key part of the overall gaming experience.

·         Two in ten European gamers have  completed graduate or post graduate degrees.  17% of gamers categorized themselves in professional or service-related industries (i.e. law, medicine, banking), while a further 12% said they work in sales, entrepreneurial areas or management.

·         72% of European gamers use their games console as a multimedia device for broader media activities such as accessing the Internet, playing DVDs or listening to MP3's.

About this report
Data and analysis from this press release is taken from the Video Gamers in Europe 2008 report, prepared for the Interactive Software Federation of Europe (ISFE) by Nielsen Games.  The consumer survey of 6000 gamers in 15 countries was carried out with respondents who were active gamers aged 16-49. Research was conducted online in the UK, France, Germany, Italy, Spain, Benelux (defined as Belgium, The Netherlands, Luxembourg), Switzerland, Austria, Denmark, Sweden, Norway, Finland, Czech Republic, Poland and Latvia.


About Nielsen Games
Nielsen Games is a service of The Nielsen Company, a global information and media company with leading market positions in marketing information (ACNielsen), media information (Nielsen Media Research), online intelligence (NetRatings and BuzzMetrics), mobile measurement, trade shows and business publications (Billboard, The Hollywood Reporter, Adweek). The privately held company is active in more than 100 countries, with headquarters in Haarlem, the Netherlands, and New York, USA.
Contact at Nielsen Games: Chloe.Wild@Nielsen.com
Tel: +44 (0) 207420 9321,
www.nielsen.com

  [1] UK, France, Germany, Italy and Spain

[2] Based on the UK, France, Germany, Spain, Italy, Netherlands, Sweden, Switzerland and Finland.

[3] Based on data provided by GFK group.

[4] Based on nationally representative omnibus surveys – conducted face-to-face in the UK and Spain, and via telephone in Finland.

 


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Interactive Software Federation of Europe Welcomes Dialogue to Determine Best Protection Measures for Gamers

Brussels, 27 March 2008 - ISFE Responds to UK Byron Review
ISFE, the Interactive Software Federation of Europe, today welcomed the Byron Review as it provides an opportunity to further the ongoing dialogue between industry and policy makers to determine the best protections for minors when choosing interactive content.
 
ISFE reiterated its deep commitment to the pan-European game rating system, PEGI, and its full responsibility to provide the public with the best information to make appropriate content choices when purchasing videogames.
 
The Review's proposed measures can now be studied with a view to the challenges inherent in implementing a new, single-nation regime, both in terms of consumer awareness and in terms of complexity for content providers. The appropriateness of a divisive system in combination with the UK's film ratings board will be of equal importance in the discussions.
 
Patrice Chazerand, Secretary General of ISFE, said, "Dr Byron has conducted a thoughtful and open review, encompassing many points of view. ISFE, PEGI and PEGI Online are fully aligned with the Review's objective to help parents and their children get the best from new technologies while protecting children from inappropriate or potentially harmful material."
 
PEGI is a rating system designed specifically for interactive content by people who best understand that medium. As the European age rating system of reference, PEGI has been serving about 30 European countries including the UK, for the last five years already.
 
ISFE is committed to its engagement in discussions as they continue with stakeholders in the UK government, and is prepared to start work on an information campaign in partnership with the UK industry to further the awareness of PEGI among parents, retailers and gamers. ISFE looks forward to continued collaboration with all stakeholders, and to the shared responsibility for implementing the measures to be determined most beneficial for UK consumers.
For more information, please contact:
 
Katja Mader
Marketing Manager ISFE
15 rue Guimard
B-1040 Brussels
Belgium
Tel: +32 (0)2 513 57 77
Website: http://www.isfe.eu

PEGI 2007 report – “everything you always wanted to know about PEGI”

The pan-European game information age rating system (PEGI) has just published its latest annual report.

PEGI, established in 2003 and designed for computer and videogames to provide assurance for parents across Europe, is an undertaking of the Brussels based Interactive Software Federation of Europe (ISFE). 

Patrice Chazerand, Secretary General of ISFE,  said: "The chief purpose of the report is to show the PEGI system to be as transparent as possible so as to have this self-regulation fully appreciated by European policy makers and put to the best use by the general public, whether this should be parents, teachers, academics, or any other interested party."

He said the report offered a wealth of information on the PEGI system: how it is built, how it meets its objectives, the organizations and bodies behind it, details on the new code of conduct governing it, record of the complaint and sanction process and a lot more besides.

 The report can be downloaded here or ordered in printed format from Katja Mader via Katja.Mader@isfe.eu

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ISFE Expert Conference 2007: The Challenges of Online Gaming

Commissioner Reding addresses the interactive software industry on the launch of PEGI Online
Reding: “The protection of children as users of online technology
is of great importance to our society at large”.

Brussels, 29 June 2007 – At an expert conference in Brussels on the challenges of online gaming, EU Commissioner for Information Society and Media Viviane Reding spoke in favour of the PEGI Online system launched by the interactive software industry on the occasion of its yearly conference. PEGI Online is a labelling system developed by the Interactive Software Federation of Europe (ISFE) with the support of the European Commission with a view to protecting minors when they play online.

PEGI Online complements the existing PEGI system, which stands for Pan European Game Information (www.pegi.info). Established in 2003, PEGI is the first ever pan-European rating system for digital content. It was developed by ISFE to help European parents make informed decisions on buying interactive games. It provides consumers with independently evaluated age-ratings displayed as logos and content descriptors that help identify content appropriate to various age groups. As online gaming takes a growing share of interactive entertainment, PEGI Online improves the service offered by PEGI by creating a trust seal identifying those online game providers that have committed to a specific Code (PEGI Online Safety Code) and by affording parents an easy education on how to ensure safe online play and protect young people against unsuitable gaming content.

“This is a good example of an industry initiative developed in co-operation with other stakeholders which allows a rapid and flexible solution to the problems of new technologies and greater safety for our children”, Commissioner Reding said.

The PEGI Online Label will appear on the packaging of a game if sold on a CD/DVD or on the game site itself. The label will show whether the game can be played online, and also whether the particular game or site is under the control of an operator that has committed to the provisions of the PEGI Online Safety Code.

The Code reflects a general commitment to provide safe environments for online gaming. It includes detailed provisions regarding gamers’ behaviour, privacy, safety, as well as sanctions in case of breaches of these commitments. All participants in the system must also sign a binding agreement with ISFE.

The 2007 Expert Conference, The Challenges of Online Gaming, was organised by ISFE, which represents the interests of the interactive software sector vis-à-vis the EU and international institutions. ISFE includes 14 national trade associations as well as game publishers operating within the 27 EU Member States plus Norway, Iceland, Switzerland and Liechtenstein.


More information on PEGI and ISFE can be found at :
www.pegi.info
www.pegionline.eu
www.isfe.eu

The full text of Commissioner Reding’s speech can be downloaded at:
http://ec.europa.eu/commission_barroso/reding/index_en.htm

For further information, please contact:
Katja Mader, Marketing Manager ISFE
Direct Line: +32 2 513 57 77
katja.mader@isfe.eu

About ISFE

Established in 1998 and registered in 2002 under Belgian law as an international association with scientific and pedagogical purposes, ISFE (the Interactive Software Federation of Europe) represents the interests of the interactive software sector throughout the 27 EU Member States plus Norway, Iceland, Switzerland and Liechtenstein. Today, ISFE membership comprises 13 major publishers of interactive software as well as 11 interactive software trade associations throughout Europe.



Since 2003, ISFE has been running the Pan-European Game Information (PEGI) system (see www.pegi.info). PEGI provides an age rating recommendation system intended to inform European parents regarding content that is suitable for their children. As a classification system PEGI supports informed adult choice and does not censor content.




ISFE Announces Jens Uwe Intat, Senior Vice President, EA Europe,
New Chairman of the Board

Jens Uwe Intat, Chairman of the ISFE Board New Chairman for ISFE Board
Brussels, June 6, 2007 - ISFE, the Interactive Software Federation Europe, today announced the appointment of Jens Uwe Intat, Senior Vice President, EA Europe, as its new Chairman. The appointment follows a Board election held on May 31, 2007.

Jens Uwe Intat will become Chairman of the Board effective immediately, taking on his new responsibilities from his predecessor, John Brunning of Sony.

ISFE represents the interests of the interactive software sector throughout the 27 EU Member States plus Norway, Iceland Switzerland and Liechtenstein. It leads the interactive software industry in Brussels through initiatives to protect its members’ interests on political, legal and commercial issues including intellectual property protection, e-commerce and WTO negotiations. ISFE also oversees PEGI, the industry body for Pan-European Games Information, dedicated to the appropriate age rating of offline and online interactive entertainment content.

“I’m very much looking forward to working with the new Chairman”, said Patrice Chazerand, Secretary General of ISFE. “His strong leadership will help drive our industry priorities at a time when interactive entertainment is being fully recognized by policy makers as mainstream entertainment, and as the fastest growing media sector today”.

The Board also re-elected Michael Rawlinson, Managing Director of ELSPA, the UK trade body, to continue in his role as ISFE Treasurer.

The current ISFE board includes the following Publishers and National Trade Associations :

Thierry Braille The Walt Disney Company
Scott Dodkins Eidos
Georges Fornay Sony
Matthew Hill Nintendo
Jens Uwe Intat EA
Simon Little Take2 International
Richard Teversham Microsoft
SELL France
BIU Germany
AESVI Italy
NVPI Netherlands
ADESE Spain
MDTS Sweden
ELSPA UK



About ISFE

Established in 1998 and registered in 2002 under Belgian law as an international association with scientific and pedagogical purposes, ISFE (the Interactive Software Federation of Europe) represents the interests of the interactive software sector throughout the 27 EU Member States plus Norway, Iceland, Switzerland and Liechtenstein. Today, ISFE membership comprises 13 major publishers of interactive software as well as 11 interactive software trade associations throughout Europe.

ISFE has been running the Pan-European Game Information (PEGI) system since 2003 (see www.pegi.info). PEGI provides an age rating recommendation system intended to inform European parents regarding content that is suitable for their children. As a classification system PEGI supports informed adult choice and does not censor content.


For more information:
Katja Mader
15 rue Guimard
B-1040 Brussels
Tel: + 32 2 513 57 77
e-mail: katja.mader@isfe.eu

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PEGI Online enhances protection for European children playing videogames online

PEGI Online enhances protection for European children playing videogames online
• New PEGI Online website - an educational and information tool for parents and children
• Greater peace of mind for parents through the PEGI Online label
• European Commission funding PEGI Online under the Safer Internet-plus Programme

Brussels, 29th May 2007 -- The Interactive Software Federation of Europe (ISFE) has announced the launch of the PEGI Online website. PEGI Online is a system designed to help parents and children identify and limit the risks inherent to real-time player interaction. This is a joint initiative by ISFE, which designed the PEGI System, and the European Commission.

Since April 2003, the Pan European Game Information (PEGI) system has been providing parents in Europe with detailed recommendations about the suitability of game content for young people. PEGI offers easy-to-understand information in the form of age-rating labels and content descriptions on game packaging, helping make informed buying decisions possible (see www.pegi.info).

New risks associated with online games

Many videogames can be played against other players via a PC or games console with an Internet connection. Taking part in these games can expose players to risks associated with real-time interaction with other, unknown, players. Examples include unsuitable content, encouraging children to build relationships and share personal details, as well as links to other websites with dubious content.

New protection with PEGI Online

PEGI Online is the latest addition to the PEGI system. It focuses specifically on online games and is designed to provide basic protection for young people.

PEGI Online features:
1. a dedicated website for games providers and the general public (www.pegionline.eu)
2. a PEGI Online Safety Code to be signed by all participants
3. a PEGI Online Label to be displayed by licence-holders
4. independent administration, advice and dispute settlement process.

The PEGI Online website that has just opened helps parents, teachers and children understand online gaming, as well as the types of games and potential risks of online gaming – and how to avoid them.

The PEGI Online Safety Code (POSC) promotes a basic level of protection for young people. All providers of online games signing up to the POSC commit themselves to banning inappropriate material and ensuring appropriate behaviour among users.

Providers registering their games with the PEGI system or with other recognized European systems such as the UK’s BBFC or Germany’s USK will be entitled to display the PEGI Online Label. The label is displayed each time an online video game is started up.

Patrice Chazerand, Secretary General of ISFE: “While the PEGI system has provided parents with a tool to make informed buying decisions, PEGI Online will not give them the equivalent peace of mind: unlike PEGI logos the PEGI Online label only guarantees that the holder is committed to protect minors and has signed up to the PEGI Online Safety Code. Vigilant parents will therefore be instrumental to the success of PEGI Online.”

ISFE has appointed NICAM, the Netherlands Institute for the Classification of Audiovisual Media, as administrator for PEGI Online. NICAM will check the ability of applicants to live up to the provisions of the PEGI Online Safety Code. Parents and players will also be able to report abuse or complain to NICAM by completing a form available at the PEGI Online website. These alerting and dispute settlement processes come on top of the ones already available on most online gaming sites.

“We are pleased to see growing interest in PEGI, both from users and the major publishers,” stated Jürgen Bänsch, Project Manager of PEGI Online. “The system would not have been possible without the financial support of the European Commission, which has come as a propitious addition to the considerable moral and political support already given to PEGI from the outset.”

The PEGI Online system will be formally launched next month by Mrs Viviane Reding, Member of the Commission in charge of Information Society and Media.


For more information, please contact:

Katja Mader
Marketing Manager ISFE
15 rue Guimard
B-1040 Brussels
Belgium
Tel: +32 (0)2 513 57 77
E-mail: katja.mader@isfe.eu
Website: http://www.isfe.eu



About ISFE

Established in 1998 and registered in 2002 under Belgian law as an international association with scientific and pedagogical purposes, ISFE (the Interactive Software Federation of Europe) represents the interests of the interactive software sector throughout the 27 EU Member States plus Norway, Iceland, Switzerland and Liechtenstein. Today, ISFE membership comprises 13 major publishers of interactive software as well as 11 interactive software trade associations throughout Europe.

Since 2003, ISFE has been running the Pan-European Game Information (PEGI) system (see www.pegi.info). PEGI provides European parents with age rating recommendations intended to inform their buying decisions regarding content that is suitable to their children. As a classification system PEGI supports informed adult choice and does not censor content.

ALL PEGI CLASSIFICATIONS NOW RECOGNISED IN FINNISH LAW

14 December 2006
Helsinki. The Finnish Parliament passed a revision to the Act on Classification of Audiovisual Programs enabling the recognition of all PEGI age classifications into Finnish Law.

The Pan European Game Information system (PEGI) is the first ever pan-European rating system for digital content. It has been developed by the Interactive Software Federation of Europe (ISFE) to provide consumers with an independently evaluated recommendation regarding the age class for which a computer or video game is suitable.

From the outset, i.e. April2003, PEGI ratings have been endorsed by the Finnish Board of Film Classification on the basis of the Act on Classification of Audiovisual Programs. Article 12, however, provided for 11 and 15 age categories instead of the PEGI 12+ and 16+ respectively.

By revising article 12, the Finnish Parliament has now fully acknowledged the PEGI system into its legislation. From January 1, 2007 onwards, all the PEGI age categories (3+, 7+, 12+, 16+ and 18+) will be in use on video games sold in Finland.

This additional support given to PEGI by the Finnish Parliament sounds particularly propitious at a time when legitimate calls are made to improve the protection of minors from unsuitable content by way of pan-European public/private partnerships. The tribute thus paid to the PEGI public/private partnership provides further evidence of PEGI’s ability to articulate effectively with national legislations on a continuing basis. In this respect, it is worth noting that the Finnish Act on Classification of Audiovisual Programs also prohibits 18+ games from being sold to minors.

Computer Games in Schools: New Survey Reveals What Students Want

UK, 10 July, 2006
An Ipsos MORI survey investigating students’ attitudes to mainstream computer games has revealed that three in five 11-16 year-olds would like to use computer games to learn in school. The research, which surveyed over 2,300 11-16 year-old students in England and Wales, explores students’ opinion and use of games and the findings could help to determine how computer games may be integrated into the school curriculum.

The study found that younger children were more likely to play games than their older counterparts, with 46% of 11 year olds playing games every day compared with 25% of 15-16 year olds. Younger students were also most likely to want to use computer games in school: 66% of 11 year-olds compared to 49% of 15-16 year-olds.

The survey, which was commissioned as part of Teaching with Games, also found that, of those who did not want to use games at school, 38% would rather play them at home - implying that they see education and computer games as separate activities. Teaching with Games is a one-year research project led by education innovator Futurelab with support from three of the world’s leading interactive entertainment software companies; Electronic Arts, the Microsoft Entertainment and Devices Division and Take Two, as well as the Interactive Software Federation of Europe (ISFE).

Nearly 90% of those who said they would like to use games at school agreed that it would make lessons more interesting. The perceived benefits of playing computer games were generally positive, regardless of whether or not students were in favour of their use in the classroom. More than two-thirds of respondents thought that games would improve their computer skills and just under half thought that they would help to improve strategic thinking skills such as problem solving. Students also agreed with teachers (who were previously surveyed for Teaching with Games in November of last year) in thinking that games can have negative effects such as reinforcing stereotypical views of people.

Holly Adams, a student from John Cabot City Technology College in Bristol who took part in Teaching with Games, sums up her experience of using games in the classroom: “People were keen to learn using games because it was a different way to do lessons which everyone found fun and interesting.”

Mike Rumble, Curriculum Adviser at the Qualifications Curriculum Authority (QCA) agrees: “Young people play computer games not because they are easy or mindless, but precisely because they are the opposite of that - they are hard.” He continues: “The outcome of this research will inform further development of learning technologies and the issues that teachers may need to consider when using games software in school.”

Teaching with Games aims to explore the practical issues surrounding the use of interactive computer games in schools. A project report, which will include findings, case studies and observations on the use of games in the classroom, is due out in the autumn.

Videogames are good for you

Brussels, July 6, 2006
A ground breaking meeting took place in Brussels today involving consumers, publishers and developers of video games throughout the European Union. Participants including parents’ representatives heard a panel of independent experts, including psychologists and media specialists, express their views about the impact of videogames on players, especially the younger ones. Patrice Chazerand, secretary general, ISFE, was quoted as saying: “In light of such a thorough analysis of current issues and such a lively dialogue, we should not let this intellectual stimulation die out. ISFE will see to building upon this exchange and make it happen on a permanent or regular basis”.

The experts present, drawn from universities and research institutions throughout Europe (see list attached), focused on the different perceptions, both positive and negative, that exist today about the industry and also its player community. A majority of experts came down in favour of the positive aspects of the videogame and pointed to the growing number of innovative applications in fields ranging from education, the treatment of behavioural problems with youngster, including attention deficit disorders, manned space exploration, etc. While none of the participating experts would consider videogame playing as an addictive pastime in itself, a consensus emerged as to the need for proper independent research, together with adequate education of parents as to the nature of games.

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ISFE participates in the first global "blogathon" to celebrate Safer Internet Day.

7 February 2006 : ISFE invites all bloggers to take part!

Safer Internet Day will be held under the patronage of Commissioner Viviane Reding, responsible for Information Society and Media at the European Commission. Insafe, the EU network for internet safety awareness, will celebrate the event with a global “blogathon”. A wide range of organisations active in promoting internet safety and special guests will make postings on the blog and invite comments from visitors.

The blog, which will include content in several languages, will have a geographical focus that moves west through the global time zones, from New Zealand to Argentina. 

Blogs offer exciting possibilities for education and self-expression. However many young people are unaware of important ethical, legal and safety issues. Posting of personal information and publishing of copyright material are among the online practices that have caused concern. The blogathon will aim to raise awareness about such issues and enable parents, teachers and young people in particular to share experiences and cultural attitudes about their use of new technologies.

The blogathon is just one of a host of events that will take place across the world on Safer Internet Day. The event is builds on the success of Safer Internet Day in 2005, when 65 organisations from 30 countries took part. Last year’s event included the launch of a stoytelling competition for children. Following national ceremonies including VIPs such as Princess Alexandra of Denmark and President Grimssson of Iceland, a book of their stories has been published.
Insafe website


Pegi goes online !

5 December 2005
The PEGI Online (PO) project actually started on the 1st of September. It is scheduled to span the next 24 months.
This EC-funded project is better construed as a complement to the PEGI system. Its paramount goal is indeed to fill a gap regarding the information made available to parents with respect to games accessible or playable online in order to protect children from exposure to unsuitable content in the constantly evolving virtual environment these games offer.

The key structure underpinning the PO project, the PEGI Online Working Group (POWG), held its first meeting on October 3, 2005. Like its precursor that designed the PEGI system, the POWG includes a variety of experts, online games publishers, ISFE members, government and consumers representatives, etc. The second meeting of the POWG took place on November 14.

The “Pegi online safety code” (POSC), also taking a leaf out of the PEGI code of conduct, is well on its way. It will serve as a kingpin to the framework contractual Agreement with Online Gaming Service Operators. All signatories will thereby commit to abide by the POSC. Constantly updated information will also be provided to the public on a dedicated site regarding the specific risks associated with online gaming for minors and how to improve minors’ protection in this particular environment.

A PEGI online label, to be developed, will flag out to parents that the sites carrying it are deemed compliant with the POSC.

A part of the current PEGI website for professionals will be dedicated to PEGI online. This section will allow interested operators to fill in and send online applications for the PEGI online label. The existing PEGI infrastructure will therefore expand to include two sections dedicated to PO, one for professionals and one for the general public.

Both sites need only wait a few more months to be able to accommodate the first test-drives. Stay tuned!


Close to 60% of UK Teachers want Computer Games in the Classroom

13 January 2006

A MORI Poll investigating teachers’ attitudes to mainstream computer games has revealed that 59% would consider using them in the classroom for educational purposes. The willingness of respondents to use computer games was reflected in the fact that almost one third have already used them in their classroom. 



The Poll was commissioned as part of Teaching with Games, a research project by NESTA Futurelab, an organisation that pioneers the use of technology to transform the way people learn, and Electronic Arts (EA), the world’s leading interactive entertainment software company. In addition to higher than expected percentage of teachers interested in the use of games in school, the study also found that 53% of those who would consider using computer games in school would do so because they are an interactive way of motivating and engaging pupils. The majority of teachers polled believe that playing mainstream games can lead to improved skills and knowledge. For example, 91% felt that players developed their motor-cognitive skills, while over 60% thought that users would develop their higher order thinking skills and could also acquire topic-specific knowledge.

Marius Frank, Head Teacher at Bedminster Down School in Bristol, who is taking part in the Teaching with Games project comments: "I am excited and intrigued by the prospect of using gaming technology in the classroom. Individualised learning, at rates hitherto thought impossible, may be the norm if we get it right."

The Poll findings also highlight some barriers to the use of games in schools, noting a lack of access to equipment capable of running the games as well as a lack of strong evidence of the educational value of games, an issue of focus for the Teaching with Games project. The appropriate choice and suitability of computer games to be used was also noted by respondents. Despite over one quarter playing computer games themselves, around two-thirds still felt, for example, that computer games may present stereotypical views of others and lead to anti-social behaviour.

Teaching with Games aims to explore the practical issues surrounding the use of interactive computer games in schools using three games: The Sims™ 2 (EA), RollerCoaster Tycoon® 3 (Atari) and Knights of Honor (distributed by EA). In the next phase, researchers will work with teachers to develop lesson plans to support the use of games in classrooms. Also, a ’Futures Group’ of leading thinkers and practitioners in education, curriculum and games design has been formed to build upon findings arising from the research and to present possible future scenarios that push current boundaries.

Angela McFarlane, Professor of Education at the University of Bristol and Chair of the ’Futures Group’, comments: "There is a great deal of interest in the levels of engagement, and the complex learning, that take place when many young people play games. Early research has shown some powerful outcomes in the classroom, but we need to understand how, when and when not to use games to support education. The Teaching with Games project aims to shed some light on these questions in a way that will be of use to teachers and designers."

Claus Due, Market Development Manager, EA Europe, commented: "The Poll confirms what we have long believed at EA - that interactive computer games have the capacity to engage both teachers and learners. In a short space of time, Teaching with Games has already highlighted the importance of collaboration between industry and the education sector to show how learning can be enhanced through gaming."

Teachers at BETT 2006 will be able to take part in an abbreviated version of the survey to offer their views on teaching with computer games, by going to the NESTA Futurelab stand Y30 in the National Hall. For further information on Teaching with Games, go to
Futurelab's website


i2010: European Information Society 2010

The Commission adopted the initiative i2010 to foster growth and jobs in the information society and media industries.


i2010 is a comprehensive strategy for modernising and deploying all EU policy instruments to encourage the development of the digital economy: regulatory instruments, research and partnerships with industry. The Commission will in particular promote high-speed and secure broadband networks offering rich and diverse content in Europe.
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Site web


eContent: Telecoms operators and content providers launch a cross industry dialogue to identify common solutions

ETNO workshop
BRUSSELS – More than one hundred senior executives from telecoms operators and content providers took part today in the first cross industry conference on issues related to content distribution over new media platforms. The event was organised by ETNO*, the voice of the European telecommunications network operators, in cooperation with European and international content providers’ associations[1]. Participants included leading telecom operators, broadcasters, film studios and music companies, on-line gaming firms, cable providers, software and equipment manufacturers[2].

“The convergence of technologies and services allows consumers to access any content, any time, anywhere, through any device. The availability of high quality digital content is an essential condition for consumers to fully benefit from convergence. The dialogue we launched today between telecommunications operators and content providers, is therefore an important step forward”, said Michael Bartholomew, ETNO Director.

Telecoms operators and content providers concluded that the convergence of technologies and services enables new business models and innovative ways of cooperation.

In order to stimulate the development and the distribution of digital content, participants agreed on the importance of:

- A strong protection and enforcement of intellectual property rights, including through the use of digital right management systems and technological protection measures;

- The compatibility of devices and platforms (interoperability) at various layers of the value chain (content, service, aggregation, software network, device providers and vendors).

Solutions in these areas should be achieved through industry-led initiatives rather than regulatory intervention.

Participants agreed on the importance of a cooperation between stakeholders to promote and enable new legitimate services.

Telecommunications operators and content providers highlighted that to meet increasing consumer demand for content-rich e-services, further investment was needed in high quality and diversified digital content.

Representatives of both sectors decided to pursue their dialogue in order to provide the European Commission with possible joint recommendations on how best to deal with the future of their very dynamic and converging sectors.

For more information, please contact: Thierry Dieu, ETNO Communications Manager
Tel: (32-2) 219 32 42 Fax: (32-2) 219 64 12 E-mail: dieu@etno.be

* ETNO’s 41 member companies from 34 European countries represent a significant part of total ICT activity in Europe. They account for an aggregate annual turnover of more than 210 billion Euros and employ over one million people across Europe. ETNO companies are the main drivers of broadband and are committed to its continual growth in Europe.

[1] ACT (Association of Commercial Television in Europe), ECCA (European Cable Communications Association), EFCA (European Film Companies Alliance), Eurocinema, IFPI (International Federation of the Phonographic Industry), IMPALA (Independent Music Companies Association), ISFE (Interactive Software Federation of Europe), MPA (Motion Picture Association).

[2] Participating companies included BBC, Belgacom, Bertelsmann, British Telecom, Deutsche Telekom, France Telecom, Invitel, ITV, KPN, Lattelecom, Mediaset, NBC Universal Home Entertainment, OTE (Hellenic Telecom), Portugal Telecom, Royal Philips Electronics, RTL, Sony Pictures Entertainment, Swisscom, TDC, TDF, Telecom Italia, Telefonica, Telenor, TeliaSonera, The Walt Disney Company, Time Warner, Tiscali, UGC, Universal Music, UPC, Viaccess and others.




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PEGI CELEBRATES ITS FIRST TWO YEARS OF OPERATIONS

Brussels, Dec 14, 2004. PEGI, the Pan European Game Information system that provides harmonized age classification of interactive software throughout Europe is poised to celebrate its first two years of operations. Time to take stock and to look at the future. 

PEGI is the first ever pan-European rating system developed by the Interactive Software Federation of Europe (ISFE) to provide consumers with an independent evaluated recommendation regarding the age class for which a computer or video game is suitable. It was developed between May 2001 and May 2002 by a working group of multinational, multi-trade experts representing governments, associations, academia and the game industry.

Growing numbers
As a result, the Netherlands Institute for the Classification of Audiovisual Media (NICAM) and the Video Standards Council (VSC) were commissioned to administer the system. In January 2003, they began to train coders to work with the PEGI classification. Within a month, they received the first applications for a PEGI license. In early April 2003, the first PEGI rated games appeared on retail shelves. Today, more than 2500 games have already been rated and over 120 publishing companies throughout the world have signed up to have their products fly the PEGI colours (see the full array of logos and descriptors below).

The breakdown of those 2584 games by age class is very telling of the actual product line offered by the interactive software industry:

Age label - ratings - percentage
3+               1219       47%
7+               227          9%
12+             720         28%
16+             347         13%
18+             71            3%
Total           2584       100%

Early support from the European Commission
A successful self-regulation and a leading example of a pan-European co-operation that extends beyond the EU, PEGI has enjoyed the strong support of the European Commission from the beginning. “I do believe that you have to aim, whenever possible in European regulations, for a bottom up system and not a top down one”, said the European Commissioner for Education and Culture Viviane Reding on inaugurating the PEGI Boards in October 2003, “and that is why I find the PEGI initiative important”.

Key among the two structures meant to secure PEGI’s independence, hence its credibility, is the PEGI Advisory Board (PAB), a stand-alone body of 15 experts, mainly with a government background, whose brief is to make recommendations to help the PEGI system steer the proper course in the midst of changes in law, in technology, and, more importantly, in the broader political and social environment. At their latest plenary session in Rome, they identified a number of interesting new challenges and issued related recommendations.

Fast recognition
Not only has PEGI enjoyed the strong support of EU institutions from the start, it has been quick to make a name for itself among European consumers. 15 months after the PEGI colours started flying on games available in stores throughout Europe, ISFE commissioned Nielsen Interactive Europe to conduct a survey of consumers in the five leading markets. It appears that PEGI is faring well as far as its recognition is concerned. Compared with numbers taken in Australia, a territory with a smaller population and a common language, 3 years after the OFLC launched its own age rating system, those coming out of the Nielsen survey look pretty encouraging: 59% of respondents said that they were aware of a game rating system in Europe against 42% in Australia. Among the players’ community, the results are pretty close: 69% for PEGI vs 74% in Australia.

New challenges
One of them has to do with the fast-changing sociology and demographics of gaming. In this respect, all surveys point to 1/ gamers growing older, as the original players would take their passion for computer and videogames with them as they grow into adulthood 2/ the female population taking an increasing share of the gaming community. This has an obvious impact on the products being developed by publishers, hence on age rating systems.

On the technology side, with an anticipated 16.6 million households across Europe rushing to get their PS2s, Game Cubes and Xbox hooked up to the internet in the next 5 years, online console gaming is expected to be a major driving force in broadband internet deployment as a whole. As a consequence, the need for minor protection in the online environment will be one of the most important challenges for all the parties involved. 


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NEW PAN-EUROPEAN AGE RATING SYSTEM FOR COMPUTER AND VIDEO GAMES TO PROVIDE ASSURANCE FOR PARENTS ACROSS EUROPE

April 24, 2003 – The European Interactive Games industry today announced the launch of the first ever pan-European age rating system for computer and video games, designed to provide reassurance to parents and consumers.

The new age rating system, known as PEGI (Pan European Game Information) will gradually supersede existing national systems successfully operated in a number of member states thus far. Just like those systems, it is designed to prevent the exposure of children to game content that is considered unsuitable for their age group.

The rating system, introduced by the Interactive Software Federation of Europe (ISFE), to which all major format holders, publishers and developers belong, has two parts; an age rating and an indication of game content. Each game will feature an age rating on the front cover, indicating that the game is only suitable for those aged at or above the age listed. The age brackets are: 3 and over; 7 and over; 12 and over; 16 and over, and 18 and over. Minor local variations apply in Portugal and Finland, and Germany will retain its own rating system, as this is mandated by German law.

In addition to the age rating, the game box may also feature one or more descriptors, indicating the type of content. The descriptor will normally appear on the back of the game box, and the degree of content will always be appropriate to the age rating.

John Brunning, the new Chairman of ISFE, welcomed the introduction of the new rating system, “The main objective of the new PEGI age rating system reflects the industry’s continuing concern to provide simple and clear guidance to parents and adult purchasers of games, so that children can be protected from exposure to content that is unsuitable for them. Building on earlier, successful voluntary systems operated at national level, the PEGI system harmonises this guidance across Europe, empowering parents and gatekeepers, through the age ratings and descriptors, to ensure that children are protected from viewing material that is unsuitable for their age.

Paul O’Donovan, Principal Analyst, Consumer Electronics at Gartner Dataquest, welcomed the new age rating system, "The video games market is no longer dominated by titles aimed exclusively at children. As the industry moves in to the mass market and appeals to a wider audience, any initiative that adds clarity to the effective national age rating schemes already in place is to be welcomed. Such self-regulation can only benefit the consumers of an industry that Gartner Dataquest estimates will be worth Euro 18.3 billion world-wide in 2007.

The new PEGI system, which combines self assessment by publishers with scrutiny by an independent body, is administered on behalf of ISFE by the Netherlands Institute for the Classification of Audiovisual Media (NICAM). NICAM has already processed dozens of PEGI applications in the first Quarter of 2003, and the first products bearing the new PEGI set of logos and descriptors will reach European retail outlets towards the end of April. In the United Kingdom, the Video Standards Council (VSC) acts as the agent of NICAM in the administration of PEGI.

Commenting on the European level co-operation that had made the introduction of PEGI possible, Patrice Chazerand, Secretary General of ISFE said, “ PEGI is an example of the true, effective European co-operation that EU institutions have been advocating for years with a view to make the Union feel like a single market to consumers and industrialists alike. Harmonized recommendations throughout the EU, endorsed by an independent body with a EU-wide reputation indeed make for more informed purchases by better oriented customers. PEGI happens to fit another key objective of the EU institutions, that of enhancing the role of self-regulation as an appropriate way to address the need for better adjusted, more practical, hence more enforceable regulations”.
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Interactive Software Federation of Europe

The Interactive Software Federation of Europe (ISFE) was established in 1998 to represent the interactive software industry with the EU institutions. This particular industry, which includes PC and video games, reference and educational works on CD-ROM, is the European content industry’s fastest growing sector, with a turnover reaching Euro 6.7 billion in 2001, more than a third of a Euro 18.1 billion world market. Computer and video games now generate more revenue than either the cinema box office or video rentals.

More information about ISFE



Netherlands Institute for Classification of Audiovisual Media

The Netherlands Institute for the Classification of Audiovisual Media (NICAM) is an initiative of the entire audiovisual industry, including game-, film- and video/DVD distributors and public and commercial broadcasting
Organisations. Its most important aim was to develop a uniform classification system for the audiovisual media, based on self-regulation, warning parents on the possible harmful effects to children of programmes, movies etc. NICAM was established in 1999 with the (financial) support of the Dutch government. NICAM's classification
service has developed well and is widely used by Dutch parents.

More information about NICAM



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