Skip to content

Entertainment Software Rating Association

Request correction

Professional services

Unclaimed

An Iranian self-regulatory system that evaluates video games by age suitability and content impact.

Last updated August 26, 2026

AI crawler reads

No AI crawler has read this profile yet.

Overview

The Entertainment Software Rating Association, commonly known as ESRA, is Iran's video-game age and content rating organization. Its Persian name refers to a system for evaluating and classifying computer games by age. The system was established in 2007 by the Iran National Foundation of Computer Games and has been described as a research project as well as a self-regulatory mechanism for the Iranian games market. ESRA's principal role is to provide families and other audiences with information about the suitability of video games for different age groups. Rather than functioning primarily as a commercial game publisher, retailer, or platform operator, it supplies a classification framework that can be communicated through game packaging and related materials. Its work is therefore positioned at the intersection of consumer information, youth protection, cultural policy, and games-industry self-regulation in Iran. The system assigns age categories to games and supplements those categories with content pictograms. These symbols are intended to identify potentially harmful or sensitive elements and to indicate the intensity of their presence. The stated purpose is to help parents make more informed purchasing and supervision decisions instead of relying only on a game's title, genre, or general reputation. ESRA also uses a separate Game Skill pictogram to communicate the level of ability or difficulty required to play a title. This distinction allows a game to be considered appropriate for a young age group while still being recognized as challenging or unsuitable for inexperienced players. Since the beginning of the Iranian calendar year 1395, corresponding to 2016, ESRA has emphasized communicating the severity of content effects through pictograms placed on game packaging. The system is described as using five content indicators, together with the Game Skill indicator. A rating such as 3+, for example, is intended to indicate that a game is suitable for all ages and contains no harmful content under the system's criteria; the skill symbol may nevertheless alert families that the game demands a higher level of ability. ESRA is specific to Iran and should not be confused with similarly named rating bodies in other countries, such as the Entertainment Software Rating Board in the United States and Canada or PEGI in Europe. Available reference material does not establish a corporate ownership structure, public listing, headquarters address, current leadership roster, revenue, or a complete account of the system's operational status. Its documented identity is principally that of an Iranian rating and research initiative associated with the Iran National Foundation of Computer Games.

History

ESRA was established in 2007 by the Iran National Foundation of Computer Games as an Iranian system for evaluating and classifying computer and video games. The available reference material characterizes it as a self-regulatory organization and also as a research project, indicating that its role has combined practical classification with the development of an evaluation methodology for the domestic games environment. The system's central function is to assign age ratings and communicate content information. Its intended audience includes families, particularly parents seeking guidance about games that may contain violence, sexual material, frightening themes, or other content considered harmful or unsuitable for children. ESRA's approach is not limited to a single age label. It also uses content pictograms to identify the types and severity of potentially harmful material in a game, allowing consumers to inspect both the overall age recommendation and the specific reasons behind it. A further development occurred at the beginning of the Iranian calendar year 1395, corresponding to 2016. From that period, ESRA's system included a more explicit method for conveying the intensity of harmful content through pictograms printed or displayed on game packaging. The referenced description identifies five content pictograms, although the available text does not enumerate their individual names. In addition to those five symbols, ESRA introduced or used a Game Skill pictogram. This indicator addresses a different issue from age suitability: it communicates how much ability is needed to play a title successfully. The separation between content risk and gameplay difficulty is an important feature of the system. A game may receive a low age designation, such as 3+, because it lacks harmful content, while its skill symbol may indicate that it is demanding for beginners or very young players. In this way, ESRA presents families with information about both the nature of a game's content and the practical experience required to engage with it. ESRA operates within Iran's cultural and games-policy context and is distinct from better-known foreign systems such as ESRB or PEGI. The available sources do not document a full chronology of rating decisions, changes to age bands, enforcement procedures, leadership appointments, or commercial licensing arrangements. They also do not establish a separate incorporated company, public listing, or current corporate parent beyond the system's documented establishment by the Iran National Foundation of Computer Games. Accordingly, the known history of ESRA is best understood as the development of an Iranian games-rating framework, followed by an increased emphasis on packaging-based content communication and family awareness from 2016 onward.

  • 2016

    Content-impact pictograms emphasized

    [1]

    Beginning in Iranian calendar year 1395, corresponding to 2016, ESRA expanded its family-facing communication by using pictograms on game packaging to indicate the severity of harmful content.

  • 2016

    Game Skill indicator documented

    [1]

    ESRA's system included a separate Game Skill pictogram to distinguish gameplay difficulty from the age suitability and harmful-content assessment.

  • 2007

    ESRA established

    [1]

    The Iran National Foundation of Computer Games established ESRA as an Iranian system for evaluating and classifying computer and video games.

Products and positioning

An Iran-specific games classification and consumer-information system focused on age suitability, harmful-content disclosure, and parental awareness.

  • Age rating · 2007

    ESRA age-rating classification

    The core ESRA service assigns an age recommendation to a computer or video game. The classification is intended to help families determine whether a title is suitable for children or other age groups. The documented example of a 3+ designation represents a game considered suitable for all ages under the system's criteria and without harmful content identified by the rating process.

  • Content disclosure · 2016

    Content-impact pictograms

    ESRA uses content symbols alongside age ratings to communicate the presence and severity of harmful or sensitive material. The available description refers to five content pictograms. These signs are designed for placement on game packaging so that parents can identify relevant content before purchasing or allowing play.

  • Gameplay-difficulty information · 2016

    Game Skill pictogram

    The Game Skill pictogram indicates the level of ability needed to play a title. It complements, rather than replaces, the age rating: a game can be appropriate for all ages in terms of content while still requiring substantial skill and therefore being difficult for toddlers, young children, or novice players.

Marketing campaigns

  • 2016Family awareness through packaging pictograms

    Iran

    ESRA used content and skill pictograms on game packaging as a family-awareness measure, giving purchasers additional information about harmful-content intensity and gameplay difficulty.

    Outcome. The initiative made the rating framework more visible at the point of purchase. The available sources do not provide quantitative evidence of its reach or impact.

Sources3 sources

Cite this profile: Cite the canonical profile. /brand-wiki/entertainment-software-rating-association · Editorial policy · How profiles are compiled