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Evidence that digital game players neglect age classification systems when deciding which games to play
Journal article   Open access   Peer reviewed

Evidence that digital game players neglect age classification systems when deciding which games to play

R. Hollett, S. Tomkinson, S. Illingworth, B. Power and T. Harper
PLoS ONE, Vol.17(2), e0263560
2022
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Published (Version of Record)CC BY V4.0 Open Access

Abstract

This article considers players’ experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across numerous platforms. As a result, players have an unprecedented number of games available when choosing what games to purchase. However, a number of confounding issues around the emergent content of games and the subjective nature of game reviewing makes it difficult to relate what kinds of experiences a given game will facilitate. In this study, we surveyed game players in order to find their game platform and acquisition preferences; strategies and experiences when choosing games; and attitudes towards classification systems. Our findings suggest that players find it difficult to choose what games to purchase, and that existing classification systems are mostly only beneficial when choosing games for minors.

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Source: InCites

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Collaboration types
Domestic collaboration
International collaboration
Citation topics
6 Social Sciences
6.185 Communication
6.185.1390 Media Effects
Web Of Science research areas
Communication
ESI research areas
Social Sciences, general
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