Games Ratings - Netflix
Proposed content classification system for Netflix games.

Netflix Global Ratings: Designing Policy for Sensitive Content at Scale
Introduction
As Netflix expanded into interactive entertainment, it faced a critical question: how do you responsibly classify games for a global audience when traditional ratings systems weren't built for online play? I designed a comprehensive ratings framework that addresses both gameplay content and the behavioral risks unique to online gaming.


Challenge
Existing systems like ESRB, PEGI, and IARC focused on violence, language, and sexual content—but underrepresented the risks parents actually worry about: toxic chat, gambling-like mechanics, user-generated content, and harassment. Netflix needed a trusted model that worked across cultures while giving families real clarity about what happens when kids play online.
The brief: Build a next-generation ratings system that addresses the full spectrum of online experiences—from traditional content to player behavior and monetization.
Solution
I conducted a comparative analysis of global rating systems, identifying critical gaps in how they handle interactivity, discrimination, and monetization. Consulting with content policy, product, and operations teams, I authored "Designing a New Ratings & Age Classification System for Online Games"—a comprehensive framework proposal.
The Netflix Game Rating Scale covers five dimensions: Content Intensity (violence, sex, language, drugs, horror), Interactivity (multiplayer, chat, user-generated content), Monetization (loot boxes, gambling mechanics), Discrimination & Toxicity (harassment, slurs, stereotyping), and Systemic Risks (persistent IDs, cross-platform exposure).
A sample rating: "Rated 12+ for violence; online interactivity may expose players to discriminatory chat; contains loot boxes."
I developed reviewer playbooks with decision trees for toxicity, gambling, and UGC moderation, and recommended override-only advisories with optional interaction tags for transparency. The proposal included ML classifiers to detect toxic chat and gambling mechanics, UX improvements for storefront advisories, and enhanced parental controls.
To validate the framework, I designed a 90-day rollout with pilot testing across 50 titles, A/B testing of advisories to measure parental comprehension, and clear success metrics: increased understanding, reduced complaints, and ≥85% reviewer agreement.
"The system bridges entertainment and safety—helping families understand not just what's in a game, but how it behaves online."

Conclusion
I created a scalable, future-ready ratings framework adaptable to Netflix's global gaming catalog, providing actionable recommendations for policy, product, and ML teams to enhance player transparency.
Impact: Advanced Netflix's readiness for ethical game publishing by introducing policy innovation that merges entertainment standards with online safety and user trust. Strengthened the connection between content policy, technology, and player experience—deepening understanding of global regulatory alignment while establishing a foundation for cross-platform trust and parental confidence in Netflix Games.