Critical.
Authoritative.
Strategic.
Subscribe to CIO Magazine »

iGEA cautiously backs R18 games classification guidelines

Says there is no evidence that violent computer games affect players

While the Interactive Games and Entertainment Association (iGEA) has welcomed the proposed Guidelines for the Classification of Computer Games, it is concerned about references in the document to the high impact of games on players.

The Guidelines are designed to introduce an R18 category for video games in Australia and were released by the minister for home affairs, Brendan O’Connor, on 4 November 2011. The document contains a segment on interactivity and computer games.

“Due to the interactive nature of computer games and the active repetitive involvement of the participant, as a general rule, computer games may have a higher impact than similarly themed depictions of the classifiable elements in film, and therefore greater potential for harm or detriment, particularly to minors,” the Guidelines state.

It goes on to say that interactivity may increase the impact of some content. “For example, impact may be higher where interactivity enables action such as inflicting realistically depicted injuries, death or post-mortem damage, attacking civilians or engaging in sexual activity.”

iGEA chief executive, Ron Curry, said in a statement that he had concerns about the acknowledgment in the guidelines that interactivity had a greater impact on players.

“The Federal Attorney-General’s office published a literature review in December 2010 that found no evidence to support these claims,” he said.

“There will be continued debate about whether the interactivity of video games has a greater impact than other forms of media, and we will continue to refer to the lack of the evidence.”

However, Curry added that the new guidelines appeared to exercise a high level of caution and balanced the range of views towards classifying video games.

The Guidelines define R18 games as legally restricted to adults with classifiable elements including violence, implied sexual violence, realistically simulated sexual activity, bad language, permitted drug use, as long as the use of drugs does not lead to rewards in the game and nudity.

“We are pleased to see this process moving forward and understand that great care has been taken to balance the concerns of those who have resisted an R18 classification and adults who want to play video games designed specifically for mature audiences and readily available in other developed democracies,” he said.

He added that the iGEA looked forward to the Australian commonwealth, states and territories implementing the guidelines in a timely fashion.

At present, the most restrictive classification for video and computer games is MA15+, which encourages gaming companies to tweak violent games so they make the grade.

The higher classification means under-15s will be better protected while opening up the market for the potential R18+ audience.

Follow Hamish Barwick on Twitter: @HamishBarwick

Follow Computerworld Australia on Twitter: @ComputerworldAU

Join the CIO Australia group on LinkedIn. The group is open to CIOs, IT Directors, COOs, CTOs and senior IT managers.

More about: Attorney-General, Interactive Games and Entertainment Association
References show all

Comments

1

Woga

Tue 15/11/2011 - 10:47

completely agree, I feel they should completely ommit the claim of interactivity having a bigger affect, the most violent people I know personally don't even play video games or have much of an interest in them. It really shouldn't be in the governments hands to restrict content for adults or tell adults what choices to make or even imply that they know what's better for us than we do.

Post new comment

The content of this field is kept private and will not be shown publicly.
Users posting comments agree to the CIO comments policy.
Login or register to link comments to your user profile, or you may also post a comment without being logged in.
Related Coverage
Related Whitepapers
Latest Stories
Community Comments
Tags: gaming news, Interactive Games and Entertainment Association (iGEA), Minister for Home Affairs Brendan O'Connor, R18 video games classification system
Latest Blog Posts
Whitepapers
  • Look both ways - Protecting your data with content inspection
    Today’s threat environment is as dynamic as the business world in which we operate. As the communications channels we use continue to proliferate and evolve, so too have the vulnerabilities. Finding the right balance between ensuring the security of sensitive data, enabling the free flow of information and making full use of the latest web-based technologies can be a challenge. Deep content inspection is a vital layer in any unified information security strategy, helping organisations to take control over their information assets while proactively protecting against malware and data leakage. Read on.
    Learn more »
  • Case Study - TNT Express successfully reduces their paper usage and costs using a new document solution
    in 2009 TNT decided to evaluate the market for new head office multifunction devices (MFD) as their current MFD fleet was almost seven years old. The objective was to reduce the number of devices and improve productivity, meet TNT’s future technical requirements and reduce the total cost of ownership of the equipment. They were also looking for a provider who would provide cost and service reporting as well as help streamline their electronic archiving requirements via the scanning of dockets and documents. Read on.
    Learn more »
  • Maximise Software Cost Savings by License Reharvesting, Recycling & Applying Product Use Rights
    Software asset management (SAM) is a complex process that enables organisations to gain control of their software estate from both a license compliance and financial standpoint. In many organisations, SAM represents one of the few remaining ways that substantial IT savings can be realised. McKinsey and Sand-Hill Group estimate that 30% or more of IT budgets are consumed by software license and maintenance costs. By optimising the SAM process, organisations can maximise software utilisation, reduce the risk of non-compliance (audits, fees, penalties), and reduce overall IT costs by as much as 5 to 10% per year. Read on.
    Learn more »
All whitepapers
rhs_login_lockGet exclusive access to Invitation only events CIO, reports & analysis.