Games Classification Bjorn Bednarek QUT Law School ARC Centre of Excellence for Creative Innovation 1996 The Commonwealth Classification (Publications, Films and Computer Games) Act 1995 comes into effect. Guidelines The Guidelines for the Classification of Films and Computer Games 2005
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QUT Law School
ARC Centre of Excellence for Creative Innovation
The Commonwealth Classification (Publications, Films and Computer Games) Act 1995 comes into effect.
The Guidelines for the Classification of Films and Computer Games 2005
Video Game Sales - $925 million1
Movie Box Office – $867 million2
1GFK Australia 2006
2Motion Picture Distributors Association of Australia 2006 Box Office Summary 10 January 2007
“The fact of the matter is that today computer games are for adults, and women represent the fastest growing single demographic for gameplay. In five or six years, we'll see that the average gamer is female and nearing the average age of the average Australian.” - Dr Brand
Brand 2007, Interactive Australia 2007, Bond University
“When the player defeats a fantasy enemy combatant, it falls to the ground with a groan followed by a small pixelated red splash that is a unrealistic representation of blood. As with most 1st person perspective shoot-em up's Duke Nukem 3D suffers from increased pixelation as the alien creature draws near. The Board is of the opinion this diminishes the impact of the game considerably.”
OFLC Board report for Duke Nuke 3D
“It was a submission of the original applicant that game players did not play games in this way and that they concentrate on achieving the challenges of each level rather than dwelling on the details of “kills”. However,the Review Board is concerned with what a game enables players to achieve, and cannot make a determination based on what a game player may do or how game players may choose to play.” – OFLC Review Board September 2004
http://www.flickr.com/photos/qole/54805467/ - Qole Pejorian