How Mortal Kombat helped create the ESRB

In 1993, senators investigating violence in video games watched footage from games including Mortal Kombat. Its bloody finishing moves—especially the “Fatalities,” in which a winner could gruesomely finish off an opponent—made the issue vivid to viewers who might otherwise have seen games as toys for children. The hearings turned concern about game content into a possible threat of federal regulation.

The games industry responded by building a ratings system of its own. In 1994, it established the Entertainment Software Rating Board, or ESRB, to classify games by age suitability and explain what content they contain. The aim was to give parents more useful information while showing lawmakers that the industry could police itself.

A label that could shape what gets sold

The ESRB system does more than assign an age category. A rating such as “Teen” or “Mature” is paired with content descriptors—brief notes indicating, for example, violence or strong language. That helps distinguish games that share an age rating but contain different kinds of material.

The ratings are not government law. Their influence comes from the retailers and console makers that use them to guide or limit sales, and from parents who rely on the labels when choosing games. A rating can therefore affect a game’s audience and commercial prospects even without a legal ban.

The system was not created by Mortal Kombat alone: the hearings addressed broader concerns, and other games also drew attention. But the game’s graphic imagery became a powerful symbol of the debate. A congressional push for regulation helped produce a private rating system that remains a routine part of buying a game.