
@article{ref1,
title="The Self-Regulation of Virtual Reality: Issues of Voluntary Compliance and Enforcement in the Video Game Industry",
journal="Canadian journal of law and society",
year="2008",
author="Gray, Garry C. and Nikolakakos, Tomas",
volume="22",
number="1",
pages="93-108",
abstract="The video and computer game industry now generates profits greater than Hollywood films and pornography, and ranks second in earnings only to the music industry. The most popular games are using more explicit representations of crime, drugs, sex, and extreme violence -- including violence against women. Furthermore, with advancements in technology, the violent and sexual content of video games are becoming increasingly realistic and interactive. As a result, independent national debates have been taking place globally as to whether modern video games constitute a new social problem. In this study, we perform an interactive content analysis of the most popular video games and demonstrate that &quot;socially questionable content&quot; is just as prevalent as violent content in the most played video games. In addition, we examine &quot;how&quot; video games are rated by the Entertainment Software Rating Board (ESRB) and issues of voluntary compliance regulation.<p />",
language="",
issn="0829-3201",
doi="",
url="http://dx.doi.org/"
}