Document Type
Journal Article
Publication Title
PLoS ONE
Volume
17
Issue
2 February
PubMed ID
35192661
Publisher
PLOS
School
School of Arts and Humanities
RAS ID
43576
Funders
UWA’s Office of Research, Faculty of Arts, Business, Law and Education, UWA
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.
DOI
10.1371/journal.pone.0263560
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.
Comments
Hollett, R., Tomkinson, S., Illingworth, S., Power, B., & Harper, T. (2022). Evidence that digital game players neglect age classification systems when deciding which games to play. Plos one, 17 (2), e0263560. https://doi.org/10.1371/journal.pone.0263560