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Republic of the Philippines

HOUSE OF REPRESENTATIVES
Quezon City
Sixteenth Congress
First Regular Session
House Bill No. ____

Introduced by:
Hon. Yul Araya
Hon. Kristine Berroya
Hon. Mats Lucero
Hon. Gabrielle Munsayac
Hon. Cyril Santiago

In view of the foregoing, passage of this bill is earnestly requested.

Hon. Yul Araya


Representative
1st District of Makati
Hon. Kristine Berroya
Representative
1st District of Manila

Hon. Mats Lucero


Representative
1st District of San Juan
Hon. Gabrielle Munsayac
Representative
1st District of Mandaluyong
Hon. Cyril Santiago
Representative
1st District of Quezon City

Republic of the Philippines


HOUSE OF REPRESENTATIVES
Quezon City
Sixteenth Congress
First Regular Session
House Bill No. ____

Introduced by:
Hon. Yul Araya
Hon. Kristine Berroya
Hon. Mats Lucero
Hon. Gabrielle Munsayac
Hon. Cyril Santiago

Republic of the Philippines


HOUSE OF REPRESENTATIVES
Quezon City
Sixteenth Congress
First Regular Session
House Bill No. ____
EXPLANATORY NOTE
The proliferation of the liberal ideologies of modern popular culture together with
continued advancements in technology have made it more challenging to protect traditional
Filipino societal values with emphasis on providing the ideal upbringing of our youth in line with
such Filipino values. The challenge is manifested through the easy access to various forms of
mediums, which espouse morally injurious themes such as profanity, nudity, and violence. This
becomes the springboard or a call to action for a more proactive approach all for the Filipino
society, especially the youth.
People resort to different activities to satisfy their need for leisure and recreation. Some
turn to physical leisurely activities for enjoyment while others have resorted to other forms of
recreation provided by some type of media platform. One of the most popular forms of recreation
nowadays is the video game platform. Different people play video games for different purposes.
Some resort to it as a past time while others have made it a significant part of their daily leisurely
activities. Due to the nature of video game content nowadays, it can be enjoyed by anyone from
any age group. Many of these video games contain themes of extreme violence, profanity, and
promiscuity. Some of the extremely liberated views of popular culture are easily accepted and in
fact enjoyed because of their depiction in the popular and enjoyable platform of video games.
This problem, if left unchecked, can cause damage to the values of society by being a dangerous
influence to those who resort to it, especially the Filipino youth.
Pursuant to the considerations mentioned in the preceding paragraphs, this brings about a
role for the State to prevent the harmful effects of such a pervasive medium. Such role is
particularly declared in the Constitution, which provides that, The State recognizes the vital role
of the youth in nation-building and shall promote and protect their physical, moral, spiritual,
intellectual, and social well-being. It shall inculcate in the youth patriotism and nationalism and
encourage their involvement in public and civic affairs. The Constitution further declares that,
The natural and primary right and duty of parents in the rearing of the youth for civic efficiency
and the development of moral character shall receive the support of the government. Finally, the
government has a duty to comply with its international obligations with respect to the protection
of the rights of the children, pursuant to the doctrine of Pacta Sunt Servanda, under the
International Covenant on Civil and Political Rights and the Convention on the Rights of the
Child. Clearly, it is evident that the State must fulfill such duty as mandated by the highest law of
the land and the principles of international law.

As earlier mentioned, one of the most pervasive mediums in modern society which can
influence societal values and affect the growth of the youth is the video game platform. The
access to such medium is via the sale, rental, distribution and exhibition of such to the public.
However, the content of such video games which may depict the earlier mentioned injurious
themes is not monitored nor regulated. This Act aspires to regulate the access to video games
based on their content through the use of different classifications limiting its pervasive nature by
narrowing its reach to specific age groups.
In view of the foregoing, the passage of this bill is hereby earnestly sought.

AN ACT PROVIDING FOR THE REGULATION OF THE SALE, RENTAL,


DISTRIBUTION AND EXHIBITION OF VIDEO GAMES INTENDED FOR SPECIFIC
AUDIENCES, ESTABLISHING THE VaGRA BOARD AND APPROPRIATIONS
THEREFOR, AND FOR OTHER PURPOSES.
Be it enacted by the Senate and House of Representatives of the Philippines in Congress
assembled:
CHAPTER I
PRELIMINARY PROVISIONS
SECTION 1. Short Title. This Act shall be known as the Video Game Act of 2014.
SEC. 2. Declaration of Policy. The State recognizes the importance of safeguarding the
morale of our Nations youth, particularly with respect to interactive media, to which they are
exposed to, such as video games. The role of the media is significant in molding the character of
the Filipino youth. Further, it is necessary to imbibe in them values that positively contribute to
their development and welfare. Pursuant to this, the state establishes the policy of regulating the
interactive media that the youth are exposed to through vigilance in the implementation of this
law by the relevant government agencies.
SEC. 3. Definition of Terms. For purposes of this Act, the following terms are hereby defined
as follows:
VaGRA shall stand for VaGRA BOARD Video and Gaming Regulation Authority.
Video Games Any game played by electronically manipulating images produced by a
computer program on a television screen or other display screen. This, however, shall not
include video games acquired through online transactions such as but not limited to:
console networks, online internet shops, mobile device applications, and the like.
Mature Threshold for rating video games that contain violence, nudity, pornography,
strong language and other themes deemed inappropriate for young audiences
Youth any person under the age of majority as contemplated by the law. Those over the
age of majority whose mental development is equivalent to a person of tender age.
Rating a system of determining the appropriate audience for each video game based on
its content
Sale the act of exchanging money or any other valuable consideration for a video game,
in whatever format.
Rental the act of leasing out the beneficial use of a video game for whatever purpose in
exchange for money or any other valuable consideration, in whatever manner

Distribution the act of making available the video game for consumption by one or
more persons.
Regulation the act of imposing limitations on any activity whether by one or many
individuals for the purpose of carrying out the provisions of this act.
Video Game Service Provider any person natural or juridical engaged in the business of
selling, renting, or distributing video games in whatever format or system in exchange for
profit. Provided however, that this term shall not include natural or juridical persons
engaged in charitable or like purposes.
Sec. 4. Scope and Application this Act shall be applicable to all natural and juridical persons
within the territory of the Republic of the Philippines.
Chapter II
VIDEO GAME CLASSIFICATION
Sec. 5. Video Game Classification Video games shall be classified as APPLICABLE TO ALL
AGES (ALL); TEENS (T); ADULTS (A) and NOT FOR PUBLIC ACCESS (X). In
classifying video games, the BOARD shall consider the treatment of the following factors:
strong language, violence, and nudity, without prejudice to such other factors or elements that it
may deem appropriate to consider.
The classification ratings for video games shall be color coded, as follows:
Video Game Rating
APPLICABLE TO ALL AGES (ALL) GREEN
TEENS (T) YELLOW
ADULTS (A) BLUE
NOT FOR PUBLIC ACCESS (X) RED
Applying contemporary Filipino cultural values as standard, the following are the guidelines for
video game classification:
A. APPLICABLE TO ALL AGES (ALL) accessible to persons of all ages.
1. STRONG LANGUAGE The video game must not contain any language
inappropriate for young audiences, including but not limited to racial slurs, hate
language, discriminatory remarks, gender-insensitive portrayals, or any words or any
combinations thereof that will seek to undermine the value of a human person.
2. VIOLENCE The video game must not contain any situation or simulation of the
infliction of physical, emotional and psychological harm, except when such portrayal is
for the purpose of educating the audience.
3. NUDITY The video game must not contain any gratuitous of the male or female
anatomy, whether in whole or in part including but not limited to representations of the
male or female anatomy without substantial amount of clothing or the like such as
pixellization or blurring.

B. TEENS (T) Persons below eighteen (18) years old but not younger than twelve (12) years
may be able to access such video games.
A video game classified as T shall, in the judgment of the Board, meet the following
criteria:
1. A combination of VIOLENCE and STRONG LANGUAGE, provided violence shall
not amount to any crime or offense.
2. Other standards as deemed fit by the VaGRA as indicated in the Implementing Rules
and Regulations (IRR).
C. ADULTS (A) Persons eighteen (18) and above years old may be able to access such video
games.
A video game classified as A must, in the judgment of the VaGRA, meet the following
criteria:
1. Any combination of STRONG LANGUAGE, NUDITY and VIOLENCE, provided
violence shall not amount to any crime or offense.
2. Other standards as deemed fit by the VaGRA as indicated in the Implementing Rules
and Regulations (IRR).
D. NOT FOR PUBLIC ACCESS (X) X-rated video games are not suitable for public
access of any kind. A video game shall be disapproved from public access if, in the judgment of
the VaGRA:
a. The average person, applying contemporary community standards and values, would
find that the dominant theme of the work, taken as a whole appeals solely to the prurient
interest and satisfies only the craving for gratuitous sex and/or violence.
b. The video game depicts in a patently lewd, offensive, or demeaning manner, excretory
functions and sexual conduct such as sexual intercourse, masturbation and exhibition of
the genitals.
c. The video game clearly constitutes an attack against any race, creed, or religion.
d. The video game condones or encourages the use of illegal drugs and substances.
e. The video game tends to undermine the faith and confidence of the people in their
government and/or duly-constituted authorities.
f. The video game glorifies criminals or condones crimes.
CHAPTER III
THE VIDEO AND GAMING REGULATORY AUTHORITY (VaGRA)
Sec. 6. Composition The VaGRA Board shall be composed of the chairman, and two sitting
members of the MTRCB and Optical Media Board, respectively, sitting as ex-officio members.
The chairman of the VaGRA shall be a citizen, a resident of the Philippines of proven probity,
competence and integrity as well as impeccable morals.

The chairman shall have a term of five (5) years, subject to the discretion of the appointing
authority. The ex-officio members shall serve for a term of three (3) years. Re-appointment to
any position in the Board shall be allowed, subject to the discretion of the appointing authority.
Sec. 7. Powers The VaGRA shall have the following powers:
a. Coordinate with other branches of government including agencies, instrumentalities,
government owned and controlled corporations, and the private sector.
b. Organize committees, and subcommittees, regional and local offices, in order to
implement with satisfaction the provisions of this act.
c. Integrate Filipino values in the systematic rating of present and future video games for
release to the public.
d. Take necessary steps to streamline the commercial activities of natural and juridical
persons engaged in the selling, renting, distributing or exhibiting video games.
e. Undertake of inter-branch or inter-departmental rules and regulations, whether vertical or
horizontal in nature.
f. Subject violators, whether natural or juridical persons, to the exercise of quasi-judicial
powers whenever necessary.
Sec. 8. Advocacy Policy
a. The VaGRA shall stand for the values embodied in the Philippine Constitution and the
standards set in this act.
b. The VaGRA shall cause the reproduction of educational materials seeking to apprise
natural and juridical persons of the standards for video game distribution as set in this act.
c. The VaGRA shall ensure the rigid enforcement of all the standards and prohibitions set
out in this act.
CHAPTER IV
PROHIBITED ACTS & PENALTIES
Sec. 9. Absolutely prohibited acts.
a. Sale, Distribution or Rental of video games rated X to any person whether natural or
juridical.
b. Any person natural or juridical who violates the aforementioned provision shall be
punished with the penalty of P100,000 P200,000.
Sec. 10. Prohibited acts based on discretion of VaGRA
a. Any act or omission, which in the discretion of the VaGRA, shall violate the provisions
of this act.
b. Any person natural or juridical who violates the aforementioned provision shall be
punished with the penalty of P20,000 P100,000

CHAPTER V
FINAL PROVISIONS
Sec. 11. Appropriations. The amount of Fifty million pesos (PhP50,000,000.00) shall be
appropriated annually for the implementation of this Act.
Sec. 12. Implementing Rules and Regulations. The VaGRA shall formulate the necessary
rules and regulations upon approval of this Act for its effective implementation.
Sec. 13. Separability Clause If any provision of this Act is held invalid, the other provisions
not affected shall remain in full force and effect.
Sec. 14. Repealing Clause. All laws, decrees or rules inconsistent with this Act are hereby
repealed or modified accordingly.
Sec. 15. Effectivity. This Act shall take effect fifteen (15) days after the completion of its
publication in the Official Gazette or in at least two (2) newspapers of general circulation.
Approved,

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