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Evidence that digital game players neglect age classification systems when deciding which games to play
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 u...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8863231/ https://www.ncbi.nlm.nih.gov/pubmed/35192661 http://dx.doi.org/10.1371/journal.pone.0263560 |
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author | Hollett, Ross Tomkinson, Sian Illingworth, Sam Power, Brad Harper, Tauel |
author_facet | Hollett, Ross Tomkinson, Sian Illingworth, Sam Power, Brad Harper, Tauel |
author_sort | Hollett, Ross |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8863231 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-88632312022-02-23 Evidence that digital game players neglect age classification systems when deciding which games to play Hollett, Ross Tomkinson, Sian Illingworth, Sam Power, Brad Harper, Tauel PLoS One Research Article 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. Public Library of Science 2022-02-22 /pmc/articles/PMC8863231/ /pubmed/35192661 http://dx.doi.org/10.1371/journal.pone.0263560 Text en © 2022 Hollett et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Hollett, Ross Tomkinson, Sian Illingworth, Sam Power, Brad Harper, Tauel Evidence that digital game players neglect age classification systems when deciding which games to play |
title | Evidence that digital game players neglect age classification systems when deciding which games to play |
title_full | Evidence that digital game players neglect age classification systems when deciding which games to play |
title_fullStr | Evidence that digital game players neglect age classification systems when deciding which games to play |
title_full_unstemmed | Evidence that digital game players neglect age classification systems when deciding which games to play |
title_short | Evidence that digital game players neglect age classification systems when deciding which games to play |
title_sort | evidence that digital game players neglect age classification systems when deciding which games to play |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8863231/ https://www.ncbi.nlm.nih.gov/pubmed/35192661 http://dx.doi.org/10.1371/journal.pone.0263560 |
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