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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...

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Detalles Bibliográficos
Autores principales: Hollett, Ross, Tomkinson, Sian, Illingworth, Sam, Power, Brad, Harper, Tauel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2022
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.
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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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