The US study, which interviewed a decent sample of 1,201 video game players aged 6 to 44 and their parents via an online form found that most parent and children were aware of the ratings that are applied to games (which in the US is the Entertainment Software Rating Board's rating system).
Specifically, the results indicate that 82% of parents and 75% of children who play games are familiar with the ESRB's ratings system. This is a rather good result, especially among parents. However, of greater significance is that 62% of the parents interviewed actually went to the extra effort of doing some research about what games might be suitable for their children before buying them.
The study also found that 63% of parents with children who play games also consider themselves to be gamers. That number increased to 83% for parents aged 35 or under. This result suggests that younger parents who grew up in the early days of the video game era (from around the early 1980s) are much more aware of games and their content.
Activision Publishing’s CEO, Mike Griffith said, "Parents rely on and value the ESRB ratings in helping them decide which games to allow their children to play."
Assuming that these findings would be similar in Australia, it could add a lot of weight to the case for an R18+ rating as it shows that many parents actively use and respect video game rating systems and wouldn’t let their children play games rated R18+. We would even go a bit further to say that the results would be even stronger in Australia as our rating system is the same as our movie rating system and probably has stronger awareness among the Australian public.
Most importantly for the R rating debate, however, is that the survey largely disproves the argument that most parents are clueless about the content of video games. It suggests that parents of today are much more likely to be gamers themselves, and as a result they will be more aware of what is and isn't suitable for their young children to play than previous generations who haven't actively experienced gaming for themselves.

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