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This article has been peer reviewed and accepted for publication. It is in production and has not been edited, so may differ from the final published form.

“Sexual Content in Video games: an analysis of the Entertainment Software Rating Board classification from 1994-2013”

Desiree Vidaña-Perez , Ariela Braverman-Bronstein , Ana Basto-Abreu , Inti Barrientos-Gutierrez , Rainer Hilscher , Tonatiuh Barrientos-Gutierrez


Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviors, little attention has been paid to monitor sexual content in videogames. Methods: We obtained data about sexual content and rating for 23,722 video games from 1994 to 2013 from the Entertainment Software Association database, and release dates and information on the top 100 selling video games. We calculated a yearly prevalence of sexual content according to rating categories. Trends and comparisons were estimated using joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated “Mature” had the highest prevalence of sexual content (34.5%) followed by “Teen” (30.7%) and “E10+” (21.3%). Over time, sexual content decreased in the “Everyone” category, “E10+” maintained a low prevalence and “Teen” and “Mature” showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in “Teen” and “Mature” categories. Further studies are needed to quantify the potential association between sexual content in video games and sexual behavior in children and adolescents.

SH17017  Accepted 01 September 2017

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