Top Ten Industry Facts

Top Ten Industry Facts

Oct 15, 2008

1. In the 2006 financial year, sales of computer and video game hardware and software exceeded $1 billion. 2. Approximately 12.5 million video and computer games are purchased each year. 3. In the first six months of 2007, the total market for interactive entertainment hardware and software grew by 30%. 4. Australia has 40 game development firms and has produced...

Video Games and Violence

Video Games and Violence

Oct 1, 2008

There are aggressive games in the market, though these do not predominate. According to the Australian government in 2006, 46% of games were classified G, 24% were classified PG, 16% were classified M and 14% were classified MA15+ 1. The term aggression is used here to mean behaviour which is aimed at causing hurt or injury to another person or property. The...

‘Appalling violence’ or legitimate art form?

‘Appalling violence’ or legitimate art form?

Oct 1, 2008

INDUSTRY figures have slammed the censorship of video games in Australia and say the medium should be considered an art form like film or literature. The latest title in the popular Silent Hill game series that spawned a feature film in 2006 was refused classification last month after failing to meet the requirements for an MA15+ rating. Read the Full Story at...

Teens, Video Games, and Civics

Teens, Video Games, and Civics

Sep 16, 2008

  Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet...

Their Space: Education for the digital generation

Their Space: Education for the digital generation

Sep 11, 2008

Young people are spending their time in a space which adults find difficult to supervise or understand… There are some powerful myths that inform the way people think about youth culture. This report sets out to challenge some of those myths, in order to explore the real value behind the digital interactions that are part of everyday life. Approaching...

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