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December 17, 2007   •   VOL. 45, NO. 21    •   Oakland, CA

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Festival of lights in Livermore

Deacon Dave Rezendes heads up Santa’s Secret Service

Diocese honors Our Lady of Guadalupe

California bishops offer suggestions for immigration reform

Mary Help of Christians Parish faces challenge of sustainability

Recycle your e-waste at St. Vincent de Paul thrift stores

Retiring funeral director reflects on 60-plus years of service

Abortion’s impact on men examined in S.F. conference

Annual Walk for Life set for January 19 in San Francisco

Nun-critic offers viewers’guide for ‘The Golden Compass’

Catholic radio begins in Bay Area

Christmas marks 100th anniversary of first Mass in Berkeley church

Christmas programs to air on EWTN

War might end Christianity in Iraq

Mary’s singular grace proclaimed at Lourdes

A pilgrimage to Lourdes is a journey of expectant faith

Plenary indulgence authorized for visits to Lourdes

Report examines retailers’ marketing practices on violent video games

OBITUARIES

 

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Report examines retailers’ marketing
practices on violent video games
 

WASHINGTON (CNS) — An analysis of major nationwide retail chains’ marketing practices for violent video games shows the stores are at least behaving better than the characters in those games.

The eight major national video-game sellers — Best Buy, Blockbuster Video, Circuit City, Game Stop, Sears/Kmart, Target, Toys “R” Us and Wal-Mart — all have policies in place against selling M-rated (for mature) video games to those under age 17, according to a report from the Interfaith Center on Corporate Responsibility issued Nov. 21.

“It is estimated that 80 percent of all video games sold are done so during the holiday season,” said Nadira Narine of the Interfaith Center on Corporate Responsibility in a Nov. 21 letter to member institutions. “We ask parents, grandparents and consumers to be extremely careful when selecting video games as gifts.”

The center is a coalition of 275 faith-based institutional investors that has followed the issue of marketing practices for video games for the past five years.
All eight retailers display their M-rated sales policy in their stores, and they all place signs about the video-game rating system in their stores. All of the stores instruct their cashiers to identify any M-rated games and ask buyers for identification to prove their age.

Still, when the Electronic Software Ratings Board sent young-looking mystery shoppers in June to try to buy M-rated games, only 68 percent of cashiers asked for ID, up from 65 percent last December.

“Sixty-eight percent of the time is not good enough,” said Julie Tanner, corporate advocacy coordinator for Christian Brothers Investment Services, in a Nov. 29 telephone interview with Catholic News Service. “The question for retailers is what are they going to do to improve?”

All eight chains conduct audits to ensure that identification is requested from customers wishing to buy M-rated games. Best Buy conducts audits each month, the study said. All eight chains conduct both an employee training program and ongoing employee education, according to the study.

None of the eight will sell games rated AO (adults only). All have assigned responsibility for video-game policy compliance to senior managers. Toys “R” Us was the only chain of the eight surveyed that allows customers to play M-rated games inside the store and doesn’t have a process to collect data about video-game policy compliance by store. It also is the only one of the eight that doesn’t offer additional training during holiday and other peak sales periods and doesn’t participate in the Entertainment Software Ratings Board Retailers Council.


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