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Esport Age Classifications

Gaming Age Ratings: A Guide for Kiwi Parents in the Esports Era

When your child comes home talking about their latest gaming session or watching a professional esports match online, it’s easy to feel a bit lost. As esports grows in popularity across New Zealand, understanding game ratings becomes even more important for parents.

Let’s break down what you need to know about age classifications and how they relate to the emerging world of competitive gaming.

 

Video Game Age Ratings: The Basics

Age ratings help you decide if a game’s content is right for your child. They consider things like violence, language, sexual content, and gambling elements. Here in New Zealand, we have our own classification system that works a bit differently from other countries. 

Below are the various rating systems used worldwide, including a closer look at New Zealand:

Rating systems worldwide:
Entertainment Software Rating Board (ESRB
Pan-European Game Information (PEGI):
Australian Classification Board:
New Zealand Classification Office:
Predominantly used in North America, the ESRB assigns ratings like 'E' for Everyone, 'T' for Teen (13+), and 'M' for Mature (17+).
Adopted across Europe, PEGI uses age categories such as 3, 7, 12, 16, and 18 to indicate the appropriate age for game content.
In Australia, games are rated as 'G' for General, 'PG' for Parental Guidance, 'M' for Mature (15+), and 'MA15+' or 'R18+' for restricted content.
New Zealand's system includes 'G' for General Audiences, 'PG' for Parental Guidance, 'M' for Mature Audiences (suitable for 16 and over), and restricted ratings like 'R13', 'R15', and 'R18' indicating the minimum age required.
Summary - The New Zealand Classification Office uses these main categories:
G (General):
PG (Parental Guidance):
M (Mature):
R13, R15, R18:
Suitable for everyone
May contain content that younger viewers might find confusing or upsetting
Recommended for mature audiences 16 years and over
Restricted to people over these specific ages

When your child wants to play a popular esports title, checking these ratings is your first step in making an informed decision. You can learn more about how games are classified in New Zealand by visiting the Classification Office Website

Esports and Age Ratings: What Parents Should Know

Many popular esports games like Fortnite (rated T for Teen by ESRB, roughly equivalent to our M rating) attract younger players despite being designed for older audiences. This creates a common dilemma for Kiwi parents.

Let’s take Fortnite as an example. While it features competitive shooting, the cartoonish graphics and absence of blood make some parents comfortable allowing younger children to play. However, the game’s competitive nature and online interactions with strangers raise legitimate concerns.

One misconception worth addressing is that all video games have negative effects on children. Many games, including some competitive esports titles, actually offer educational benefits:

  • Problem-solving skills development
  • Strategic thinking practice
  • Team cooperation experience
  • Hand-eye coordination improvement

 

Minecraft, for instance, allows players to build virtual worlds, fostering creativity while still being rated suitable for most children (E10+ by ESRB, similar to our PG rating).

Studies on gaming effects present a nuanced picture. While some research suggests that very frequent play of certain types of games might influence social behaviours in some children, many factors come into play. Context matters significantly.

For instance:

  • Who children play with
  • How they process game content
  • How much time is spent playing
  • Individual factors unique to each child
  • The environment in which gaming occurs
  • What conversations happen around gaming

 

Think of it like any other media consumption – watching action movies doesn’t make most people violent, and similarly, playing action games doesn’t automatically lead to behavioural issues. Just as with television or books, balance and context are key.

What experts generally agree on:

  • Different children respond differently to the same content
  • Family involvement in gaming discussions creates positive outcomes
  • A balanced lifestyle with various activities supports wellbeing
  • The quality of social connections formed through gaming can provide meaningful benefits

 

For most children, moderate gaming as part of a well-rounded lifestyle poses minimal concerns. The focus should be less on whether they play particular games and more on creating healthy patterns and open conversations around their digital activities.

Popular Esports Games: What Parents Need to Know

Parents often ask us about specific popular titles. Here’s a breakdown of some games your children might be interested in:

  •  What it is: A battle royale game where 100 players compete to be the last one standing
  • Content considerations: Cartoon-style violence with no blood or gore, but still involves shooting other players
  • Online elements: Voice chat with strangers unless disabled in settings
  • Parental concerns: Addictive gameplay loops, in-game purchases, potential exposure to inappropriate behaviour through voice chat
  • Positive aspects: Teaches strategic thinking, resource management, and coordination when played in teams
  • What it is: A team-based strategy game where players control unique characters with special abilities
  • Content considerations: Fantasy violence, some characters with suggestive clothing, text chat that may contain inappropriate language
  • Online elements: Text and voice communication with teammates and opponents
  • Parental concerns: Competitive environment can become toxic, matches can last 30-45 minutes and can’t be paused
  • Positive aspects: Encourages teamwork, strategic planning, and quick decision-making
  • What it is: A tactical first-person shooter where precise aim and team coordination are essential
  • Content considerations: Realistic gunplay, though with limited blood effects
  • Online elements: Voice chat is integral to gameplay for team coordination
  • Parental concerns: More realistic violence than Fortnite, potential exposure to inappropriate behaviour in voice chat
  • Positive aspects: Develops communication skills, strategic thinking, and hand-eye coordination
  • What it is: A team-based shooter featuring Marvel superheroes
  • Content considerations: Stylised combat with special powers rather than realistic weapons
  • Online elements: Team-based play with voice chat options
  • Parental concerns: In-game purchases, potential competitive pressure
  • Positive aspects: Features recognisable characters that may appeal to comic fans, encourages teamwork

The Reality Check: When Your Kids Are Already Playing

Let’s be honest – many kids are already playing these games, regardless of age ratings. If your 13-year-old is deep into Fortnite (rated M for 16+) or your 11-year-old plays League of Legends with friends, banning the game outright might create unnecessary conflict.

Below are two example scenarios of how gaming can potentially fit into your lifestyle: 

The Williams family discovered their 12-year-old son Jake had been playing Valorant (R13) at a friend’s house for months. Rather than banning the game completely, they took these steps:

  1. They watched gameplay videos together, so they understood what Jake was experiencing
  2. They set up the game on their family PC in the living room (not his bedroom)
  3. They enabled parental controls to disable voice chat with strangers
  4. They established clear time limits: homework first, then one hour on weeknights, two on weekends
  5. They occasionally watched him play and asked questions about strategies

Six months later, Jake continued enjoying the game while maintaining his grades and other activities. The transparency actually improved their communication about digital activities.

 

Please note: This is an example scenario only for demonstrative purposes. 

Schools across New Zealand face a growing challenge: student disengagement. Attendance rates are dropping, and many students struggle to find motivation in traditional academic settings. Meanwhile, these same students are deeply engaged in gaming outside school hours. Rather than viewing gaming as competition for students’ attention, forward-thinking educators are embracing it as a powerful tool for reconnection.

Their solution:

  • Weekly practice sessions with teacher supervision
  • Inter-school competitive leagues
  • Student leadership opportunities as team captains and event organisers
  • They established club-specific communication channels that were actively moderated
Real world impact in school:

Our 2024 NZ Esports Survey offers compelling evidence of esports’ positive influence on student engagement:

  •         65% report that esports make them more excited about school
  •         56% feel more confident to participate in other school activities
  •         91% report that esports helped them build friendships

 

The evidence is clear: when thoughtfully structured and implemented, esports programs can transform students’ relationship with school. Rather than competing with education, gaming becomes a bridge that reconnects disengaged students to learning communities.

A Practical Analogy for Understanding Gaming Content.

The Driving Lesson Perspective

Learning to navigate digital spaces is like learning to drive. It starts with instruction, moves to supervised practice, and eventually leads to independence. Banning games entirely is like refusing to teach them to drive – they’ll eventually need these skills, and learning under guidance is safer than figuring it out alone.​

Beyond Ratings: Questions to Ask Yourself

When deciding if a game is appropriate for your child, consider these additional factors beyond the official age rating:

  1. Your child’s maturity level: Some 12-year-olds might handle content better than some 15-year-olds. You know your child best.
  2. How they respond to competition: Some children get frustrated easily with competitive games, while others thrive on the challenge.
  3. Their ability to disengage: Can your child stop playing when asked, or does gaming lead to arguments?
  4. The social context: Are they playing with school friends (where you might know the parents) or with unknown online players?
  5. Your family values: Different families have different comfort levels with competitive content, fantasy violence, or certain themes.


Instead of complete prohibition or unlimited access, consider these approaches:

Having Productive Conversations About Gaming

Rather than simply enforcing rules, try these approaches to discuss gaming choices with your children:

  • Game Demonstration: Have them demonstrate the game to you for 15-20 minutes
  • Ask them to explain the game: Have your child show you gameplay videos or explain what they enjoy about it
  • Play together occasionally: This gives you firsthand experience of the content
  • Discuss content vs. context: Help them understand the difference between fantasy violence in a game versus real-world behaviour
  • Set collaborative boundaries: Instead of dictating rules, work together to establish healthy limits that make sense to both of you
  • Keep the conversation ongoing: Gaming habits and interests evolve, so check in regularly

 

Conversation Starters That Work:

  • “I noticed this game is rated for older players. What parts do you think earned it that rating?”
  • “Can you show me what you enjoy most about this game?”
  • “What are the rules about communication with other players?”
  • “How do you handle it when someone is being inappropriate online?”
  • “Let’s figure out a gaming schedule that works for both of us.”
  1. Install the game yourself: Download it on your phone or computer first to understand the basics
  2. Watch a video online about the game: Many gaming educators create content specifically for parents
  3. Use parental controls effectively:  Research the parental controls available. Most modern consoles and games have sophisticated options:
    • Time limits and schedules
    • Content filters
    • Communication restrictions
    • Purchase approvals

Create a “gaming agreement” with clear expectations on both sides.

Example Agreement Points for Approach 3:

  • “I’ll respect the 90-minute daily limit we’ve agreed on”
  • “I’ll use headphones in shared spaces but no voice chat in private spaces”
  • “I’ll immediately exit any conversation that becomes inappropriate”
  • “I won’t make in-game purchases without discussion”
  • “You’ll try to learn about the games I enjoy and occasionally watch me play”

Implement a trial period with greater supervision and then gradually adjust restrictions based on demonstrated responsibility​.

For example:

  • Maintaining interest in other activities
  • Completing responsibilities without constant reminders
  • Being able to stop playing without significant distress
  • Using games as social connection with actual friends
  • Discussing game content openly with family members

The Bottom Line

Remember that your role isn’t to be an expert on every game, but rather to stay engaged, informed, and communicative with your child about their gaming experiences. Perfect compliance with age ratings isn’t always realistic or necessary if you’ve established trust, open communication, and appropriate boundaries.

By approaching these decisions thoughtfully rather than reactively, you’re teaching important media literacy skills that will serve them well throughout life. The goal isn’t to eliminate gaming – it’s to help your children develop a healthy relationship with digital entertainment that complements rather than dominates their lives.

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