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

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

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

Creative Commons Attribution 4.0 License
This work is licensed under a Creative Commons Attribution 4.0 License.

Research Themes

Securing Digital Futures

Priority Areas

Digital citizenship and human behaviour

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