Microsoft Corp. plans to incorporate content-control capabilities in its upcoming Xbox video game console, allowing parents to block violent or sexually explicit games and DVD movies.
The Xbox, due to hit stores this fall, will be the first console that allows parents to disable certain games--a feature similar to the so-called V-chip screening device embedded in many television sets today. Sony's rival PlayStation 2 allows users to disable the DVD player.
"It's relatively easy to do, and it's something we've built into the design," said John O'Rourke, Microsoft's director of games marketing.
Parent groups and policymakers applauded the move but said that more could be done to prevent children from being exposed to inappropriate content.
"We absolutely support technology that will help parents make choices about their children's media consumption," said Patti Miller, director of the media unit at Children Now, an advocacy group in Oakland.
"However, I don't think this type of technology takes away the industry's responsibility to our children. They still need to be conscious of the message they are sending our children about sex, violence, race, class and gender."
With the Xbox, Microsoft hopes to take on Sony, which has sold close to 9 million PlayStation 2 consoles since the machine's debut last year. Also slugging it out for a piece of the $20-billion worldwide game market is Nintendo, which launches its Gamecube console this fall.
Sony and Nintendo declined to comment on the Xbox parental-control technology. Neither Nintendo 64 nor PlayStation 2 gives consumers the option of blocking games based on their ratings.
Officials of Sega said they decided not to incorporate parental-control technology in the Dreamcast console because they didn't want to alienate consumers, who for Sega include younger, hard-core gamers.
"You don't need to treat consumers as if they live in a nanny state," said Charles Bellfield, a Sega spokesman, who declined to comment specifically on the Xbox feature. "You can empower parents to make the right decision by providing them with information."
One problem area is stores, where--according to veteran gamers--children can easily obtain Mature-rated games. "Hardware and software manufacturers have to work in tandem with retailers to truly have impact," said Geoff Keighley, editor of Gameslice, an online industry news site.