The USK age ratings are an important orientation aid in the selection of digital games. Since January 2023, all rated games provide parents with additional information on the reasons for the rating as well as information on available functions in the game, such as purchase or communication options. This creates transparency and supports parents in making an informed decision when choosing a game and in adjusting game settings on the devices accordingly.
Here we explain the composition of the age ratings as well as each individual descriptor and give tips for the correct handling of games.
The five coloured USK age ratings show at a glance at which age a game is safe from the point of view of youth protection. However, the age ratings do not provide any information on whether the game is pedagogically suitable.
These indicate the main reasons for the USK age rating of a game. This provides a transparent overview of the relevant aspects that have led to the age rating of a game.
These can be content risks, i.e. risks that arise solely due to the perception of the game content. These include, for example, the depiction of violence or a dark game atmosphere. However, so-called risks of use can also be decisive for the age rating awarded. These arise from the additional functions included in a game, such as “chats” or “in-game purchases”. Whether an additional function is assessed as a risk of use for a certain age group depends both on the way it is implemented and on the possible technical protection settings in the game.
The information can be found on the back of the game packaging and in the USK’s title database. Online game platforms that are connected to the IARC system also provide information on the content and online functions included in the game in addition to the USK age rating.
The depictions of fighting or violence in the game appear abstract and not realistic. In fights, there is no physical contact between the characters. If an opponent is hit, neither damage nor injuries are visible.
Fights between opponent figures or depictions of violence take place in an artificial environment. Comic elements such as unrealistic weapons, exaggerated effects and enemy figures that evaporate characterise the fighting.
The depictions of violence are characterised by a magical, fairytale or futuristic environment and are clearly distinguishable from reality.
The game contains violent depictions that can appear realistic or are a prominent theme of the game.
The violence contained in the game is clearly visualised or overly focused.
There are clear indications of violence with a sexualised reference in the game.
The setting of this game is a war scene. Weapon use and scenes of violence are an integral part of the game.
The game contains scary elements and/or sudden frightening effects that may disturb and/or frighten children.
The game environment is dark, oppressive and/or can appear threatening and frightening.
The game contains relevant horror and/or disgust effects.
Emotionally stressful topics are portrayed in the game, such as death, bullying or addiction.
There are sexual gestures and linguistic insinuations in the game.
The theme of the game is sex or the game contains depictions or suggestions of explicit sexual acts.
Swear words are used in the game.
The game contains harsh or particularly vulgar language.
Tobacco use is portrayed positively or frequently in the game.
Drugs or drug use are portrayed positively or frequently in the game.
Alcohol or alcohol consumption is portrayed positively or frequently in the game.
The game contains elements and designs similar to gambling or conveys an atmosphere typical of a gambling hall. Depending on the design, the game content can promote a positive attitude towards real gambling and therefore represent a developmental impairment.
The game contains hectic game sequences such as boss battles and/or a high density of enemy characters. These can lead to lasting overexcitement in younger children and build up strong pressure to take action.
The game contains mechanisms that can put players under increased pressure to make purchases. For example, confusing in-game shops (e.g. through multiple in-game currencies), purchasable game advantages (so-called Pay2Win mechanisms) and/or intrusive notifications that an offer is about to expire (e.g. through a timer) are taken into account.
The game contains mechanisms that can tempt players to play for exceedingly long periods and/or exert pressure to return to the game. For example, push messages, season passes and/or certain reward principles such as comeback gifts or mechanisms that penalise non-play, e.g. through the loss of game progress or a character.
The game contains advertisements that are more relevant to the protection of minors than the actual game.
The game contains functions that can lead to unwanted, inappropriate or offensive communication. These may include, for example, unrestricted and uncontrolled chat or comment functions without reporting or blocking options.
Im Spiel kann beispielsweise der reale Name eingesehen werden und/oder es ist eine Standortbestimmung möglich, wodurch die Möglichkeit einer ungesicherten Kontaktaufnahme besteht.
These indicate which additional functions may be available in a game.
The functions include, for example, communication options in the game, additional purchase options for unlocking further game content as well as sharing one’s own location.
The goal is to draw attention to existing potential risks in the game so that technical protective settings (e.g. parental controls) can be activated if necessary.
On many platforms, these additional functions can be restricted or deactivated by taking appropriate precautionary measures.
These are often smaller additional items that add variety to the gameplay, such as “bonus levels”, “skins” (outfits for game characters), virtual coins and other forms of in-game currency, subscriptions and upgrades (e.g. to disable advertising). In-game purchases are mostly optional and thus usually not required to progress in the game.
Tip: On all common platforms, consoles or devices, in-game purchases can be password-protected or completely deactivated via account settings or parental control systems. In addition, make agreements with your child on whether purchases may be made and if so, how much.
There are many ways to communicate with other players: integrated (voice) chats, direct messages, group chats. This does not include fixed response options or reactions that are integrated into the game by the game provider, such as “emotes”, “dances” or “smileys”.
Tip: Communication in games can also involve risks, especially for children and young people. Be aware that your child can also come into contact with unfamiliar people through communication in games. On many platforms, games or consoles, chat functions can be limited or completely deactivated to prevent unwanted contact.
Usually, in these cases, the players are not aware of the specific digital items or rewards they will receive prior to the purchase. These purchases are, for example, so-called “loot boxes”, “item packs” or “mystery awards”.
Tip: On all common platforms, consoles or devices, in-game purchases can be password-protected or completely deactivated via account settings or parental control systems. Furthermore, make agreements with your child as to whether purchases may be made and if so, how much.
Tip: Location information is sensitive data that should not be shared carelessly with others or even unknown persons. If a game includes the option to share the location, you will often be asked when starting the game whether sharing the location should be allowed. Select the appropriate setting for your child’s age together with your child. Location settings can also be made afterwards in the device settings.