Virtual Generations as seen on ACA
As we are aware, many Australian homes now have a Video Games Console. As featured on A Current Affair on 19 November 2009, games are being played by all ages!
To watch the segment click here
As we are aware, many Australian homes now have a Video Games Console. As featured on A Current Affair on 19 November 2009, games are being played by all ages!
To watch the segment click here
A quiet revolution is taking place in the world of videogames. Gaming is being transformed: what was once regarded as a solitary pursuit for nerds is becoming one of the most social forms of entertainment. Read more
A Nielsen report on how gamers are responding to the current economic climate.
Read the Report at Nielsen
A new report highlights the way that digital media is embedded in the lives of young children, commencing in pre-school years. In 2007, 94 per cent of 3 to 4 year olds watched television and 91 per cent watched DVDs or videos, while a sizeable proportion also used a computer at home (40 per cent) and a minority (16 per cent) had played games using an electronic games system.
Children in this age group spent an average one hour and 11 minutes watching television per day, 44 minutes watching DVDs and videos, seven minutes using computers and three minutes playing electronic games. Use of electronic media and communications: Early childhood to teenage years, a report released today by the Australian Communications and Media Authority, brings together the ACMA’s research on media use by 8-17 year olds and new findings about 3-4 and 7-8 year olds from the Australian Institute of Family Studies study Growing Up in Australia; The Longitudinal Study of Australian Children.
View the Full Media Release
AT first glance, Blizzard Entertainment’s headquarters in Irvine, California looks like any other business campus. Neat paths and fresh cut lawns separate the unremarkable low-rise office buildings.
But that’s when you notice the 12 foot high bronze statue of an Orc riding a wolf and the beach volleyball court it becomes clear – this is the house that Warcraft built.
No one would deny video games are fun to play. They’re also big business.
Despite gathering economic storm clouds, Australians spent a record $2 billion on games last year, a 47 per cent increase on 2007.
What is the IEAA’s position on the issue?
The Interactive Entertainment Association of Australia (IEAA) believes that the introduction of an R18+ classification is essential to:
Harmonisation of the national classification scheme will provide Australians with a consistent and uniform system which will allow consumers to make educated and informed decisions on their entertainment choices, regardless of the medium or delivery method.
Discussion of arguments opposing an R18+ for games
The following concerns have been raised in the media by lobbyists and politicians
An R18+ classification for games will greatly increase the risk of children and vulnerable adults being exposed to damaging images and messages
The interactive nature of electronic games means that they have a much greater influence than viewing a movie does
Research not only fails to provide concrete evidence that there is a connection between violent media and aggressive behavior; it also fails to distinguish between video games and other forms of media. There is no known psychological peculiarity of the video and computer game experience which indicates that a differential classification system should be applied to this medium.
The absence of an R18+ classification keeps the most extreme material off the shelves; it prevents children and vulnerable adults from being exposed to sexual abuse, criminal activity, and extreme violence in video games; it prevents children and vulnerable adults from virtual participation in sex, criminal activity, and extreme violence
In cinemas, the age of moviegoers can be regulated, and at the video store people must provide ID to hire R18+ videos. Once electronic games are in the home, access to them cannot be policed and the games are easily accessible to children. These days, older children (18-30) are often living in the family home with younger children (under 18). This means games belonging to older children or parents can easily make their way into the hands of those under 18.
Why isn’t there an R18+ already?
In the early 1990s, Australia, along with many other countries, made the decision to create a classification or ratings system for computer and video games. Australia was one of the very few countries to decide on a legally regulated system. At this time, there was little understanding of the medium amongst regulators and the Censorship Ministers made the decision to exclude an R18+ classification for computer and video games from the national classification scheme based on three assumptions. Those assumptions have subsequently been shown to be incorrect:
Incorrect Assumption 1. – Computer and video games are only for children
Incorrect Assumption 2. – The level of technology involved with the use of computer and video games means that many parents do not necessarily have the competency to ensure adequate parental guidance
Parents do not require government policy to provide any more tools than exist for other media to assist them in managing their children’s access to computer and video games. This is in part because parents are gamers too.
Incorrect Assumption 3. – Due to their interactive nature, it was thought computer and video games may have greater impact, and therefore greater potential for harm or detriment, on young minds than film and videos.
Whilst research is inconclusive, there is no known psychological peculiarity of the computer and video game experience which indicates that a differential classification system should be applied to this medium.
If the government learned that the reasons for creating a system without an R18+ were wrong, why don’t we now have it?
When the Parliamentary Committee and censorship ministers created the system without an R18+ they admitted they were doing so, at least partially, in ignorance. They requested that research be commissioned to address their concerns and assumptions. Australian government research completed in 1999 confirmed that the three assumptions were wrong – as noted above.
In 2000 censorship ministers decided to review the classification guidelines and included the issue of an R18+ classification for games in the review. The experts who managed the public consultation for the review found that Australians support an R18+ classification and agreed there was no reason to exclude it from the national scheme. At the end of the review, in 2002, censorship ministers decided to continue the classification scheme without an R18+ for games – ignoring their own analysis and the concerns of the original architects of the scheme.
The reason given for excluding the R18+ for games was that “not all Ministers were satisfied children would not access games classified as suitable for adults”. Using this reasoning to exclude only an R18+ classification for games from the national scheme is illogical. Computer and video games can be accessed by children in the same way as films on video and DVD. There is no logical reason to suggest that the restrictions and sanctions that apply to films and already apply to MA15+ classified games cannot apply to R18+ classified games.
What type of games will be R18+, and what content will they have?
Only the Classification Board (and Classification Review Board) can make decisions about what will or won’t be classified R18+, and they won’t speculate on the classification of a publication, film or game until they have seen it. However, an analysis of the classification system can provide a reasonable indication of likely R18+ content for games.
How Classification Works
The Classification (Publications, Films and Computer Games) Act 1995 requires that computer games (and films) are to be classified in accordance with the National Classification Code and the classification guidelines. The classification guidelines, approved unanimously by all censorship ministers, specify a hierarchy of impact that determines classifications:
In addition, the RC guideline also describes specific content that will always be RC (Refused Classification). Therefore, films and games with high end content have to pass two tests. Firstly is the impact of the content so high that it exceeds the “high impact” requirements of R18+. And secondly, they must not contain any of the extreme violence, sexual abuse, instruction/promotion of crime, etc. specified in the RC guideline.
The Classification Board must look at the whole publication, film or game. They have to consider the impact of every part of the work and the cumulative impact of all of those parts – but they must consider the impact in the context of the whole publication, film or game.
Analysis of Recent RC Game Decisions
In all classification decisions the Classification Board makes reference to the National Classification Code and/or the relevant Classification Guidelines. It is notable that all of the RC decisions for computer games since the current guidelines were introduced in early 2003, except one, clearly state that the games are Refused Classification, not because they contain content that meets the requirements of the RC category, but because they exceed the level of content permissible in the MA15+ category – suggesting they may have been classified R18+ if it was available.
Most of the Classification Board’s reports state specifically that the content is high in impact – matching the requirements of the R18+ category. None of them state that the Board considered the content to be Very High in impact, as required in the RC category. All but one also specifically state that the games are Refused Classification only because the content is not suitable for a person aged under 18 years.
Two of the three RC decisions by the Classification Review Board since 2003 state that the content exceeded the MA15+ classification rather than meeting the RC requirements, and one states explicitly that the RC decision has been made purely because there is not an R18+ (restricted to adults) classification category for games. An earlier 2001 RC decision by the Classification Review Board specifically advises censorship ministers to create an R18+ classification for games.
Examples
Classification Board
Fallout 3 – Refused Classification – 4 July 2008
Fallout 3 would therefore still be likely to be Refused Classification even if an R18+ classification category was introduced. The guidelines state that as a general rule the use of proscribed drugs related to incentives and rewards will be refused classification.
(NOTE: Fallout 3 is the only recent RC decision of the Classification Board to state that the game is Refused Classification not because the content is not suitable for a person aged under 18 years, but because the content meets the Refused Classification parameters of the guidelines.)
Silent Hill: Homecoming – Refused Classification – 19 September 2008
Silent Hill: Homecoming would therefore be likely to be classified R18+ if the category was introduced. The guidelines state that High Impact violence requires an R18+ classification. If the game had contained excessive violence the Board would have noted it and even with an R18+ category it would still be RC.
Classification Review Board
Getting Up: Contents Under Pressure – Refused Classification – 14 February 2006
Getting Up: Contents Under Pressure would therefore still be likely to be Refused Classification if an R18+ category was introduced. An R18+ classification category will not alter the RC guideline requirements for promotion in matters of crime.
Manhunt – Refused Classification – 29 September 2004
Manhunt would be likely to be classified R18+ if the category was introduced. The guidelines state that High Impact violence requires an R18+ classification. The Review Board noted that the game should be restricted to adults.
The nine most common myths surroundings Video Games, who plays them and their effects on society.
Myth one
Computer and video gamers are only for children and teenagers. No! The recent Interactive Australia 2009 study found the average age of the Australian gamer is 30 years old and by 2014, that age is expected to equal the national average age of 36 years old. Complex story lines, increased educational attributes and widespread internet usage are some of the factors driving an increase in adult gamers. Older players tend to use PCs and play board/card, puzzle and strategy games, whilst younger gamers and young adults make up the bulk of handheld and console game device users and prefer action, racing, and adventure games.
Myth two
Women don’t really play computer and video games. Females are the fastest growing audience of the gaming population. The Interactive Australia 2009 study revealed 46 per cent of game players are women; an increase from 41 per cent in 2007 and 38 per cent in 2005. It is expected that Australian female gamers will equal male gamers by 2010. Female gamers are more likely to play puzzle, family and board/card games. In contrast, male gamers prefer sports, fighting, first-person shooters and role-playing games.
Myth three
Computer and video games are a niche form of entertainment. Gaming has quickly become a mainstream activity, rivalling the film industry in terms of revenue and range of diverse content it produces. With 68 per cent of all Australians playing games and 88 per cent of Australian households owning a gaming device, there is no denying that gaming is enjoyed by a wide spectrum of society. From an international perspective, a recent Nielson study in 2008, ranked playing video games among the top leisure activities for Europeans. The study found that 40 per cent of Europeans play between six and 14 hours a week, which puts gaming alongside other mainstream entertainment studied, like TV and internet surfing.
Myth four
Playing computer and video games is socially isolating. As many as 48 per cent of people now play games online and among this group 22 per cent ‘often’ play socially in the same room with others and another 41 per cent say they do so ‘occasionally’. Among gaming households, 65 per cent of parents play games with their children and view the activity as positive way to spend time with children. Like playing tennis or card games, video and computer games are another way Australians socially interact with each other.
Myth five
Gamers spend excessive amounts of time playing computer and video games. The Interactive Australia 2009 study found half of all gamers play either daily or every other day, 25 per cent of all gamers play at least once a week and less than 20 per cent play less frequently. Most gamers play for one hour in one session, while 25 per cent play for just 30 minutes and another 25 per cent play for 2 hours. In the same way that television became a daily activity for many viewers in the 1960s, games are increasingly becoming a daily activity for a wide range of Australians today. It’s also important to note that computer and video games do not compete with non-media and outdoor activities; instead it competes with older media such as television.
Myth six
Playing violent games leads to aggressive behaviour. Computer and video games often attract public attention when they are linked to violent behaviour. While such incidents are disturbing, they are uncommon and it is clear that the vast majority of young gamers do not commit violent acts. There is no scientific evidence to draw any safe assumptions between violent games and negative effects on players. The Interactive Australia 2009 study found most attitudes toward computer and video games are positive. The main reasons gamers play is to relieve boredom, offer excitement, stimulate their minds, reduce stress and for educational purposes.
Myth seven
Australian’s don’t want to see the introduction of an R18+ Classification. The Interactive Australia study revealed 63 per cent of participants did not realise Australia has no R18+ Classification for games. When asked if an R18+ Classification should be introduced, 91 per cent of Australian adults (including those who play computer or video games gaming AND those who do not) think that Australia should have an R18+ Classification for games. Interestingly, 78 per cent of parents say an adult is present when games are purchased for their children and 92 per cent of parents are aware of what games are played in their homes. Australia is the only developed nation without an R18+ classification for video and computer games. Whilst gamer adults use their knowledge of games to make informed decisions about games they buy for younger players, non-gamer adults rely on the classification shown on game packaging.
Myth eight
Games Piracy doesn’t carry penalties. 17 per cent of gaming households ‘admit’ to owning pirated games. Half of all pirated copies come from family and friends (51 per cent), 26 per cent are downloaded from online file-sharing sites and another 20 per cent come from overseas vendors or market stalls. The Bond University report estimates that the cumulative economic impact of piracy is AU$840 million, with distributors, retailers and local developers the hardest hit. Criminal penalties for copyright infringement are up to $60,500 and/or five years imprisonment per offence for individuals, and fines of up to $302,500 for corporations. Police can also issues on-the-spot fines of $1320.
Myth nine
Games desensitise children to violence and promote anti-social behaviour. There is currently no scientific evidence to prove violent games cause children to become desensitised to violence. In fact, reports like the *Internet Fantasy Violence: A Test of Aggression in an Online Game (The University of Illinois at Urbana-Champaign’s) found children understand the difference between real-world violence and violence in the virtual world. Like other playground ‘fantasy’ games, children understand that the stories in a video game are not real and mentally apply a different set of rules when playing. In an excerpt from Grand Theft Childhood, written by Harvard academics Lawrence Kutner PhD and Cheryl Olson ScD and published in 2008 the authors contend that these claims are not supported by research. “It’s clear that the “big fears” bandied about in the press – that violent video games make children significantly more violent in the real world; that children will engage in illegal, immoral, sexist and violent acts they see in some of these games – are not supported by the current research, at least in such a simplistic form. That should make sense to anyone who thinks about it. After all, millions of children and adults play these games, yet the world had not been reduced to chaos and anarchy.”
Pg 18 * Research The University of Illinois at Urbana-Champaign’s findings appear in the June issue of Communication Monographs in an piece entitled “Internet Fantasy Violence: A Test of Aggression in an Online Game”. ®
Read the Full Interactive Australia 09 study as undertaken by Bond University
Key findings of the Interactive Australia undertaken by Bond University.
For the full IA9 report see here.