|
PTC Secret
Shopper Campaign Reveals
Children Still
Able to Purchase M-Rated Video Games
Background:
Since its
founding, the PTC has been concerned with limiting children’s access to adult
entertainment products because of the well documented, long-term harmful effects
that can result from exposure to the excessive sex and violence so often found
in these products. Children’s access to violent video games is of particular
concern given the growing body of research documenting the lasting harmful
effects of exposure to video game violence and the lack of controls (either
external or internal) governing retailers’ ability to sell such games to
children.
One recent study
found that teens who play violent video games showed increased activity in the
areas of the brain linked to emotional arousal and decreased activity in regions
of the brain that govern self-control. Another recent study found that young
men were more likely to perceive others’ attitudes toward them as hostile if
they had just played a violent game, and were more likely to think it’s
acceptable to smoke marijuana and drink alcohol.
Since the tragic
school shootings at Columbine, the Federal Trade Commission has conducted
biannual analyses of the marketing of adult entertainment products to children.
Much work remains to be done at the retail level in restricting sales of M-rated
games to children but the FTC has documented some improvements. The PTC set out
to verify the results of the FTC’s most recent secret shopper efforts by sending
minors to purchase M-rated video games from various national and local
retailers.
Methodology:
Over a nine
month period 16 PTC Grassroots Chapters in 16 states visited 101 national and
local video game retailers. Eighty percent of the stores were visited in the
last sixty days. These retailers have company policies that require that video
games not be sold to people outside of the ESRB assigned age classification.
PTC chapters sent youths between the ages of 11 and 16 to various retailers and
asked them to attempt to purchase games given an M rating by the ESRB (M-rated
games are classified as inappropriate for anyone under the age of 17). Both
boys and girls of various ethnic backgrounds were enlisted for this effort. The
youths would enter the chosen store, find an M-rated game and attempt to
purchase it with cash. The youths were instructed to never lie
or
misrepresent themselves during the process. When games were purchased the
adult, who waited outside the store, would return with the game and ask for a
refund.
Results:
The PTC focused
most of its visits on the big chains that are part of the ESRB’s Retail
Council. These stores failed 33% of the time. Best Buy and Game Stop did the
best job at keeping the children from purchasing M-rated games with a failure
rate of only 8%. When these two chains are taken out of the equation, the other
six stores had an abysmal 44% failure rate. Best Buy and Game Stop should be
commended for their high success rate at keeping M-rated games out of the hands
of children and for training their staff to check for identification before
selling such games, but the rest of the industry obviously has a lot of work to
do.
As bad as the
results for the retail council are, the results for local and regional chains
are even worse, failing 47% of the time.
-
The manager at
a Newbury Comics store in Massachusetts, when told that they had sold the
game to a 12-year-old (pictured below) said, “Lady, do you have any idea how
many kids we have in here every day buying games? Do you think we have the
time to look at each and every purchase?
Most of the children who were
successful in their purchases reported that they noticed that when the game was
scanned for sale at the register a note came up to ask for ID that was quickly
bypassed by the cashier.
-
At a
Blockbuster in Houston a manager showed our 13-year-old where M-rated
Scarface was located and a different employee rang up the sale without
any questions.
-
At a Toys “R”
Us in New Jersey, a manager handled the sale of M-rated Rainbow 6 to
a 15-year-old.
-
At a Target in
Florida, a 16-year-old girl was asked if she had ID to purchase Grand
Theft Auto IV, she replied no and completed the sale.
-
At a Target in
Massachusetts the cashier informed the 13-year-old boy that the computer was
instructing him to ID anyone who looked under 35. The boy started to walk
away, but the cashier said, “That’s OK. I’ll sell it to you anyway.”
|
M-RATED VIDEO GAMES |
FTC Results (5/8/8) |
PTC Results (7/8/8) |
|
CHAIN |
# of Stores |
% Able to Purchase |
# of Stores |
% Able to Purchase |
|
Game Stop |
66 |
6% |
12 |
8% |
|
Walmart |
62 |
18% |
13 |
38% |
|
Blockbuster |
0 |
-- |
11 |
36% |
|
Best Buy |
35 |
20% |
12 |
8% |
|
Toys “R” Us |
15 |
27% |
5 |
40% |
|
Target |
28 |
29% |
17 |
41% |
|
Kmart |
16 |
31% |
4 |
50% |
|
Circuit City |
16 |
38% |
10 |
60% |
|
Hollywood Video |
15 |
40% |
2 |
50% |
|
Various Local & Regional Stores |
0 |
-- |
15 |
47% |
FTC results: ESRB retail council 20% failure
PTC results: ESRB retail council 34%
failure

|