Video game industry shares best practice on Child Safety Online at Forum Europe conference, 30th June, Brussels
ISFE’s Head of Policy and Public Affairs Ann Becker will be sharing the video game sector’s 20 years of best practice in child protection at Forum Europe’s “Child Safety Online” conference today.
One of the reasons why video games are one of the most popular forms of entertainment is the availability of rich and diverse video game content for all age groups. 50% of Europe’s population plays video games.
With the popularity of video games among children, Europe’s video game sector became a pioneer in child protection when it launched the PEGI system back in 2003. And today PEGI is still the age rating and content description system that, together with its code of conduct, underpins a safe online environment. The Code of Conduct contains a set of industry standards that covers content classification, appropriate marketing and provisions for a safe online environment.
19 years after its inception, the PEGI system is used in 38 countries. It continues to evolve, to expand to new platforms, to new video game content and to new experiences in a technology-neutral fashion. The system is supplemented by best-in-class parental control tools that are available on all major platforms.
“Video gameplay is above all about fun, and we encourage parents to join their children in playing games, to gain a better understanding. As an industry, we have always believed it is important to provide parents with tools to enable them to set rules such as playtime limits, to manage or disable online interaction with others, or to block or limit in-game spending. We are proud that our world class parental control tools are now being increasingly implemented by other industries.”Ann Becker, Head of Policy and Public Affairs, ISFE
ISFE welcomes Forum Europe conference’s focus on digital literacy. One of the industry’s core missions is to reach parents across Europe in their native language, to share information about the tools and resources available to them as well as to communicate the benefits of play. Research shows how video games can help develop digital skills and literacy, can encourage more girls to pursue STEM careers, shows the correlation between gameplay and wellbeing and how playing video games during the pandemic helped children’s mental health.
“The industry is never complacent and all the tools, resources and safeguards are ever-evolving to meet the needs of today’s children in today’s digital environment. We invite colleagues from other industries and policy makers working on issues around the protection of minors to get in touch to learn from our experience and best practices.”Ann Becker, Head of Policy and Public Affairs, ISFE concluded
The 2022 report will be published in August.