1. What is the "Ratings System"?
Capcom has distributed game software for a variety of game consoles such as: PlayStation® 3, PSP®, and PlayStation® Vita by Sony Computer Entertainment Inc.; Wii® and Nintendo 3DSTM by Nintendo Co., Ltd.; and Xbox® 360 by Microsoft Corporation.
We provide simple and fun games that can be enjoyable for even small children and the entire family. Some of our games might also include stimulative and violent content, in order to enhance the game experience.
Capcom is a member of the Computer Entertainment Rating Organization (CERO), an NPO approved in Tokyo. This organization has established an age ratings system as part of self-regulations and ethical rules for the industry, in aim to promote games that are ethically sound. The rating is attached to each game software package to inform the buyer of the appropriate ages necessary to play those games.
Including portable video game consoles, all game software played at households and sold in Japan is rated using proper age categories set using various standards, which ensure that users are the proper age to play the games. For example, rating B indicates children aged 12 or older are appropriate to play the game. Meanwhile, rating Z indicates people aged 18 or older only are appropriate to play the game.
Currently, the game industry is promoting the understanding and diffusion of this rating system.
* "PlayStation" and "PSP" is a registered trademark of Sony Computer Entertainment Inc.
* Xbox 360® is a registered trademark of Microsoft Corporation and other related companies.
* Wii and Nintendo 3DS are registered trademarks or trademarks of Nintendo Co., Ltd.
2. The Effects of Video Games on the Brain
Some publications and media have announced the discovery of negative effects on the human brain due to video games. However, there is no evidence that proves that such games affect our brains in such a way as to cause problems, such as disorders of personality or violent thoughts.
On the other hand, games can initiate people's interest to maintain concentration and utilize their senses of sight, sound, and touch. With this positive effect, a "serious games" designed for accomplishing effective learning has been developed in Europe and the United States, and these are becoming popular also in Japan. Today, leaning games such as Nintendo DS are popular among not only children but also adults. In addition, many schools incorporate video games into their curriculum. Thus, such is evidence of the effectiveness of video games.
Video games are also used to prevent dementia in the elderly. Games are no longer limited to "entertainment". Unfortunately, some parents still think that games cause only negative impact on children, taking away their games as a result. We think that it is important to understand correct knowledge about games and their proper usage (literacy).
The whole game industry, including Capcom, is currently promoting and distributing the rating system so that children can play video games appropriate to their age with parental guidance. We hope that our program can improve the proper usage of games and create healthy relationships with such games.
We would like you to know how grateful we are for your cooperation.