TY - JOUR
T1 - Evidence that digital game players neglect age classification systems when deciding which games to play
AU - Hollett, Ross
AU - Tomkinson, Sian
AU - Illingworth, Sam
AU - Power, Brad
AU - Harper, Tauel
N1 - Publisher Copyright:
© 2022 Hollett et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
PY - 2022/2/22
Y1 - 2022/2/22
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85125154859&partnerID=8YFLogxK
U2 - 10.1371/journal.pone.0263560
DO - 10.1371/journal.pone.0263560
M3 - Article
C2 - 35192661
AN - SCOPUS:85125154859
SN - 1932-6203
VL - 17
SP - 1
EP - 16
JO - PLoS One
JF - PLoS One
IS - 2 February
M1 - e0263560
ER -