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

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

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.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Adult
  • Age Factors
  • Aged
  • Behavior, Addictive / psychology*
  • Choice Behavior*
  • Female
  • Humans
  • Male
  • Middle Aged
  • Surveys and Questionnaires
  • Terminology as Topic
  • Video Games / economics
  • Video Games / psychology*
  • Video Games / statistics & numerical data

Grants and funding

This research was partly supported by funding from UWA’s Office of Research and former Faculty of Arts, Business, Law and Education awarded to TH. No additional external funding was received for this study. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.