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. 2022 Feb 22;17(2):e0263560.
doi: 10.1371/journal.pone.0263560. eCollection 2022.

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

Affiliations

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

Ross Hollett et al. PLoS One. .

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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Conflict of interest statement

The authors have declared that no competing interests exist.

Figures

Fig 1
Fig 1. Response distribution for annual spend on digital games.
Fig 2
Fig 2. Response distributions for game decision strategies.
Fig 3
Fig 3. Response distributions for the game decision experience.
Fig 4
Fig 4. Response distribution for difficulty determining game suitability.
Fig 5
Fig 5. Response distributions regarding attention to classifications when choosing for the self and for children.
Fig 6
Fig 6. Response distributions for attitudes towards current and potential game classification systems.

References

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    1. SteamSpy. Games released in previous months. 2021 [cited 2021 January 18]; https://steamspy.com/year/.
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    1. Švelch J., Exploring the Myth of the Representative Video Game Trailer. Kinephanos: Revue d’études des médias et de culture populaire, 2017. 7(1): p. 7–36.

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