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The Interactive Entertainment Merchants Association (IEMA) was a
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non-profit organization A nonprofit organization (NPO) or non-profit organisation, also known as a non-business entity, not-for-profit organization, or nonprofit institution, is a legal entity organized and operated for a collective, public or social benefit, in co ...
dedicated to serving the business interests of leading retailers that sell
Interactive entertainment Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various fo ...
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 1997 by
Hal Halpin Hal Halpin (born September 1, 1969) is an American computer game executive and entrepreneur, and is the president and founder of the Entertainment Consumers Association (ECA). Background Halpin is perhaps best known as the founder of the US vide ...
, its president and founder, and counts among its member companies the largest retailers of games including
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,
Target Corporation Target Corporation (doing business as Target and stylized in all lowercase since 2018) is an American big box department store chain headquartered in Minneapolis, Minnesota. It is the seventh largest retailer in the United States, and a compon ...
,
Blockbuster Entertainment Blockbuster LLC, formerly known as Blockbuster Video, was an American-based provider of home video and video game rental services. Services were offered primarily at video rental shops, but later alternatives included DVD-by-mail, streaming, ...
and
Circuit City Circuit City is an American consumer electronics retail company, which was founded in 1949 by Samuel Wurtzel as the Wards Company, operated stores across the United States, and pioneered the electronics superstore format in the 1970s. After m ...
. The IEMA also sponsored an important annual trade show in the promotion of the business of the
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstream. , ...
called the "Executive Summit". In April 2006, the Interactive Entertainment Merchants Association merged with the
Video Software Dealers Association The Entertainment Merchants Association (EMA) is the not-for-profit international trade association dedicated to advancing the interests of the $32 billion home entertainment industry. The Mission of EMA is to promote, to protect, and to p ...
to form the
Entertainment Merchants Association The Entertainment Merchants Association (EMA) is the not-for-profit international trade association dedicated to advancing the interests of the $32 billion home entertainment industry. The Mission of EMA is to promote, to protect, and to ...
(EMA).About EMA
official site


Ratings

The IEMA was largely responsible for the acceptance and industry wide adoption of the self-regulatory
ESRB The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Asso ...
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
Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
(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.


Box standardization

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 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.


PC identification mark

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 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.


Charitable work

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 the video game industry's first charitable organization, Games for Good. 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.


Representation

In addition to its roles above the IEMA handled lobbying and legislative efforts with regard to
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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 IEMA worked on both inter and intra-industry matters for its members including
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, Source-tagging, Organized Retail Crime
Loss prevention Retail loss prevention (also known as Retail asset protection) is a set of practices employed by retail companies to preserve profit. Profit preservation is any business activity specifically designed to reduce preventable losses. A preventable ...
,
digital distribution Digital distribution, also referred to as content delivery, online distribution, or electronic software distribution, among others, is the delivery or distribution of digital media content (media), content such as Sound recording and reproductio ...
.


Controversy

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
Federal Trade Commission The Federal Trade Commission (FTC) is an independent agency of the United States government whose principal mission is the enforcement of civil (non-criminal) antitrust law and the promotion of consumer protection. The FTC shares jurisdiction ov ...
(FTC) as well as special interest groups including the
National Institute on Media and the Family The National Institute on Media and the Family (NIMF), founded by psychologist David Walsh in 1996 and closed in 2009 was a nonprofit organization based in Minneapolis, Minnesota. It was a nonsectarian advocacy group which sought to monitor mass ...
(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 '' Grand Theft Auto: San Andreas'' Hot Coffee minigame controversy, 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.


See also

*
Censorship Censorship is the suppression of speech, public communication, or other information. This may be done on the basis that such material is considered objectionable, harmful, sensitive, or "inconvenient". Censorship can be conducted by governments ...
*
Censorship in the United States Censorship in the United States involves the suppression of speech or public communication and raises issues of freedom of speech, which is protected by the First Amendment to the United States Constitution. Interpretation of this fundamental ...
*
Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
*
MPAA film rating system The Motion Picture Association film rating system is used in the United States and its territories to rate a motion picture's suitability for certain audiences based on its content. The system and the ratings applied to individual motion pictures ...
, the U.S. film industry equivalent to ESRB *
Video game controversy Video game controversies refers to a wide range of debates on the social effects of video games on players and broader society, as well as debates within the video game industry. Since the early 2000s, advocates of video games have emphasized ...


References

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External links


When Two Tribes Go to War: A History of Video Game Controversy
Organizations established in 1997 Video game organizations