Horror VR Games undergoes Rating Change
Horror VR games is a developing medium in video gaming entertainment, and as with all newly introduced products therein lies a multitude of concerns. Video games in general are rated much like television and films mediums are. Ratings are given on the source medium depending on visual content such as blood, gore, and violence. The system is in place to properly assess and accommodate video game entertainment for specific age group demographics. However, when the media cries wolf when horror video games or violent video games fall into the hands of younger players its basically a scapegoat for irresponsible parenting.
The Pan European Game Information (PEGI) is the video game content rating firm for European markets. In a recent article published by The Market for Cumputer and Video Games PEGI operations director Dirk Bosmans commented on the need to reevaluate the flux of Horror Virtual Reality (VR ) games with graphic violent content. Dirk Bosmans stated:
“PEGI should examine the coming wave of VR products using the current questionnaire, but reserve the right to reassess certain elements – more specifically the criteria around fear (currently rated PEGI 7) and horror (as in non-violent scary imagery, currently rated PEGI 12) – once a broader range of products hits the market in the coming period of time.”
SCE Inc. voices need for Horror VR game Ratings System
The sudden stance in reevaluating horror VR games for graphic and violent content stems from a comment issued by Shuhei Yoshida President of Sony’s Worldwide Studios for Sony Computer Entertainment Inc. Digital Spy, video gaming magazine conducted a Q&A session with Shuhei Yoshida during Paris Games Week. Shuhei Yoshida stated that implementation should be given to ratings system for games that could cause ‘trauma’.
“The power of the medium is so much so that, in the future, the industry will probably come up with slightly different ratings so that we can communicate to consumers what kind of contents are inside. It’s early days but it’s important, because we don’t want to handcuff the creativity of developers. But it’s a challenge for the future, as the media is so powerful, something could potentially cause trauma to people when they try that, because they’ve played something really awful.
Shuhei Yoshida’s implementation of the word ‘trauma’ doesn’t reflect possible motion sickness it utilized to reflect a deepened sense of fright in playing Horror.