Knowledge (XXG)

Interactive Entertainment Merchants Association

Source ๐Ÿ“

170:(NIMF) have performed sting operations on IEMA member company stores and found that retailers continue to sell M-rated games to children. Critics claim that the organization makes public statements that are meant to appease law-makers and the press but does not follow through with penalties imposed upon members which run afoul of their commitment. They would furthermore like to see the IEMA more directly involved with its membership in educating store-level staff about the ESRB ratings system. Others have praised the association for its swift response to the 2005 107:
blamed for a lack of productivity per square foot (the profitability of a particular item sold at retail based upon its foot print). The IEMA worked with leading game publishers in creating the now-standard IEMA-sized box, essentially a double-thick DVD-sized plastic or cardboard box, which effectively increased the profitability per square foot by over 33% and appeased merchants and developers alike.
92:(ESA) in defeating laws that would prohibit the sale of Mature-rated games to minors. The group instead voluntarily committed to carding policies and procedures, requiring Government-issued photo identification, for all M-rated games - in much the same way that movie theatres voluntarily ask for ID for admittance to R-rated movies. 39:
software (including video games, multimedia entertainment, peripherals and other software). Member companies of the IEMA collectively accounted for approximately seventy-five percent of the $ 10 billion annual interactive entertainment business in the United States. The association was established in
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In creating the new box size the IEMA found itself in the unlikely position of platform guardian (where each console platform had a first-party publisher to oversee standardization matters, PC games by their very nature did not). As such, the industry pressured the organization to develop a platform
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The IEMA played a major role in improving, from a retailer's perspective, the way most PC games are packaged. In 2000, many retailers were becoming disenchanted with the salability of PC games as compared with their more profitable console game counterparts as products. Oversized software boxes were
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matters which concern its members. Association executives routinely testified before State and Federal agencies and committees on behalf of the game industry, as well as providing representation to the media and speaking on behalf of channel-oriented perspectives at trade shows and conferences. The
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As part of the contract that computer game publishers must sign in order to use the PC icon(s), they agreed to provide three finished copies of each game that they create which uses one or more of the trademarks, as is standard practice. The IEMA chose to use the influx of new software to re-launch
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ratings system, having endorsed it and subsequently required software publishers to rate all games in order to have their product sold on store shelves. The IEMA had also worked with parallel trade groups in the business including the
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identification mark which would unify the display and focus the customer's brand perception. Again the IEMA worked with publishers to create a new standard "PC" icon, and would provide its use on a royalty-free basis to the industry.
129:. GfG essentially acts as a repository for the games business. It receives in donated items and redistributes them to partner charities: children's hospitals, shelters, schools and other appropriate non-profit institutions. 179:, in which the rating for the game was changed from "M" to "AO" (Adults Only). Upon receiving notification of the change, all IEMA retailers removed the product from store shelves within 24 hours. 138: 266: 167: 57: 162:
The IEMA had been accused of not following through on promises made with regard to stemming the sale of Mature-rated games to minors. The
72: 198: 89: 68: 271: 101: 193: 176: 172: 231: 53: 36: 163: 203: 44:, its president and founder, and counts among its member companies the largest retailers of games including 32: 209: 83:
The IEMA was largely responsible for the acceptance and industry wide adoption of the self-regulatory
151: 61: 60:. The IEMA also sponsored an important annual trade show in the promotion of the business of the 49: 137:
In addition to its roles above the IEMA handled lobbying and legislative efforts with regard to
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In April 2006, the Interactive Entertainment Merchants Association merged with the
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IEMA worked on both inter and intra-industry matters for its members including
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dedicated to serving the business interests of leading retailers that sell
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When Two Tribes Go to War: A History of Video Game Controversy
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Computer and video game packaging ยง Personal computers
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the video game industry's first charitable organization,
166:(FTC) as well as special interest groups including the 21:Interactive Entertainment Merchants Association 8: 206:, the U.S. film industry equivalent to ESRB 168:National Institute on Media and the Family 146:, Source-tagging, Organized Retail Crime 221: 7: 73:Entertainment Merchants Association 199:Entertainment Software Association 90:Entertainment Software Association 69:Video Software Dealers Association 14: 267:Organizations established in 1997 194:Censorship in the United States 177:Hot Coffee minigame controversy 64:called the "Executive Summit". 1: 173:Grand Theft Auto: San Andreas 288: 99: 54:Blockbuster Entertainment 37:Interactive entertainment 272:Video game organizations 164:Federal Trade Commission 204:MPAA film rating system 33:non-profit organization 16:Non-profit organization 210:Video game controversy 111:PC identification mark 100:Further information: 152:digital distribution 96:Box standardization 62:video game industry 234:2010-03-12 at the 50:Target Corporation 279: 239: 226: 287: 286: 282: 281: 280: 278: 277: 276: 257: 256: 248: 243: 242: 236:Wayback Machine 227: 223: 218: 185: 160: 148:Loss prevention 139:First Amendment 135: 122: 120:Charitable work 113: 104: 98: 81: 17: 12: 11: 5: 285: 283: 275: 274: 269: 259: 258: 255: 254: 247: 246:External links 244: 241: 240: 220: 219: 217: 214: 213: 212: 207: 201: 196: 191: 184: 181: 159: 156: 134: 133:Representation 131: 127:Games for Good 121: 118: 112: 109: 97: 94: 80: 77: 15: 13: 10: 9: 6: 4: 3: 2: 284: 273: 270: 268: 265: 264: 262: 253: 250: 249: 245: 238:official site 237: 233: 230: 225: 222: 215: 211: 208: 205: 202: 200: 197: 195: 192: 190: 187: 186: 182: 180: 178: 175: 174: 169: 165: 157: 155: 153: 149: 145: 140: 132: 130: 128: 119: 117: 110: 108: 103: 95: 93: 91: 86: 78: 76: 74: 70: 65: 63: 59: 55: 51: 47: 43: 38: 34: 30: 29:United States 26: 22: 224: 171: 161: 136: 123: 114: 105: 82: 71:to form the 66: 58:Circuit City 24: 20: 18: 158:Controversy 261:Categories 216:References 189:Censorship 42:Hal Halpin 229:About EMA 232:Archived 183:See also 40:1997 by 27:) was a 79:Ratings 75:(EMA). 46:Walmart 31:-based 144:RFID 85:ESRB 56:and 25:IEMA 19:The 263:: 154:. 150:, 52:, 48:, 23:(

Index

United States
non-profit organization
Interactive entertainment
Hal Halpin
Walmart
Target Corporation
Blockbuster Entertainment
Circuit City
video game industry
Video Software Dealers Association
Entertainment Merchants Association
ESRB
Entertainment Software Association
Computer and video game packaging ยง Personal computers
Games for Good
First Amendment
RFID
Loss prevention
digital distribution
Federal Trade Commission
National Institute on Media and the Family
Grand Theft Auto: San Andreas
Hot Coffee minigame controversy
Censorship
Censorship in the United States
Entertainment Software Association
MPAA film rating system
Video game controversy
About EMA
Archived

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