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
115:
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
106:
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
141:
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
124:
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
87:
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
116:
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
235:
147:
126:
260:
28:
67:
In April 2006, the
Interactive Entertainment Merchants Association merged with the
142:
IEMA worked on both inter and intra-industry matters for its members including
188:
41:
251:
35:
dedicated to serving the business interests of leading retailers that sell
228:
45:
143:
84:
252:
When Two Tribes Go to War: A History of Video Game
Controversy
102:
Computer and video game packaging ยง Personal computers
125:
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:(
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.