新关注 > 信息聚合 > 聊聊美国ESRB游戏分级制度背后的故事

聊聊美国ESRB游戏分级制度背后的故事

Talk about the story behind the ESRB game grading system in the United States

2020-10-12 10:00:38来源: 游戏时光

  不知你是否注意到,当你在购买美版的主机或 PC 游戏时,游戏封面的左下角总会带有一款黑白色的标识,上面可能标注着“E”、“T”、“M”等大写字母。熟悉这些的朋友应该已经知道,我所说的正是美国等地推行的 ESRB 游戏分级制度,相关机构的中文名为“娱乐软件分级委员会”。  娱乐软件分级委员会是一家对在北美发售的电子游戏与其它娱乐软件进行分级的行业自律组织,由它推行的分级系统已成为美国、加拿大和墨西哥的市场内容标准。不过围绕着 ESRB 制度的建立,其实还有一些值得分享的精彩故事,我们可以从这些故事中窥见这项制度的诞生过程,以及制度内外社会各方的激烈博弈。狂热的九十年代  按照美国作者库尔特·安德森的说法,上世纪九十年代,美国正处于所谓的“黄金十年”。从 1992 年到 1999 年,美国经济年均增长 4%,失

I wonder if you have noticed that when you buy the US version of the console or PC game, there will always be a black and white logo in the lower left corner of the game cover, which may be marked with "e", "t", "m" and other capital letters. Those who are familiar with this should already know that what I am talking about is the ESRB game rating system implemented in the United States and other places. The Chinese name of the relevant organization is "entertainment software rating committee". The entertainment software Classification Committee is an industry self regulatory organization that classifies video games and other entertainment software sold in North America. The classification system implemented by the Committee has become the market content standard in the United States, Canada and Mexico. However, around the establishment of the ESRB system, there are some wonderful stories worth sharing. We can see the birth process of the system and the fierce game between the social parties inside and outside the system from these stories. According to Kurt Anderson, the author of the United States, the United States was in the so-called "golden decade" in the 1990s. From 1992 to 1999, the U.S. economy grew at an average annual rate of 4%

标签: 游戏