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  2. Boosting (video games) - Wikipedia

    en.wikipedia.org/wiki/Boosting_(video_games)

    Riot Games followed suit in 2015 by banning the sale of virtual content and the use of performance-altering software or bots. [49] Unlike these run-off-the-mill cheating practices, however, MMR boosting is fairly difficult to detect since players don't need to use external software, and can only be reported by players involved in the game.

  3. 1993–94 United States Senate hearings on video games

    en.wikipedia.org/wiki/1993–94_United_States...

    Video game consoles had reached the 16-bit era with the ability to support higher resolution graphics. Alongside this, video games had started to draw older players, creating a market for games with more mature content, both on home consoles and in arcades. [2] During this period, two key players were Nintendo and Sega.

  4. List of commercial failures in video games - Wikipedia

    en.wikipedia.org/wiki/List_of_commercial...

    As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments.In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; [1] that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level ...

  5. Entertainment Software Rating Board - Wikipedia

    en.wikipedia.org/wiki/Entertainment_Software...

    The group sought to design an online, questionnaire-based rating process for digitally-distributed video games that could generate ratings for multiple video game ratings organizations at once. The resulting ratings information is tied to a unique code, which can then be used by online storefronts to display the corresponding rating for the ...

  6. Video game content rating system - Wikipedia

    en.wikipedia.org/wiki/Video_game_content_rating...

    The Pan European Game Information (PEGI) is a European video game content rating system established to help European parents make informed decisions on buying computer games with logos on games boxes. It was developed by the Interactive Software Federation of Europe (ISFE) and came into use in April 2003; it replaced many national age rating ...

  7. More evidence that Indiana Fever, Caitlin Clark draw WNBA's ...

    www.aol.com/more-evidence-indiana-fever-caitlin...

    The Fever's road games draw 15,141 fans, with the Sky second at 10,471. This article originally appeared on Indianapolis Star: Indiana Fever, Caitlin Clark draw WNBA biggest TV audience, attendance.

  8. Game Rating and Administration Committee - Wikipedia

    en.wikipedia.org/wiki/Game_Rating_and...

    Prior to the foundation of GRB, the Korea Media Rating Board rated video games like most other entertainment media. In 2006, the controversies surrounding the arcade gambling game Sea Story, which the Korea Media Rating Board found suitable for all-age, lead to allegations of misconduct. The Korean government responded by creating the GRB in ...

  9. Videogame Rating Council - Wikipedia

    en.wikipedia.org/wiki/Videogame_Rating_Council

    The Videogame Rating Council (V.R.C.) was introduced by Sega of America in 1993 to rate all video games that were released for sale in the United States and Canada on the Master System, Genesis, Game Gear, Sega CD, 32X, and Pico. The rating had to be clearly displayed on the front of the box, but their appearance in advertisements for the video ...