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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


Ross Hollett

Sian Tomkinson

Brad Power

Tauel Harper


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.

Journal Article Type Article
Acceptance Date Jan 22, 2022
Online Publication Date Feb 22, 2022
Publication Date Feb 22, 2022
Deposit Date Feb 23, 2022
Publicly Available Date Feb 23, 2022
Journal PLOS ONE
Print ISSN 1932-6203
Publisher Public Library of Science
Peer Reviewed Peer Reviewed
Volume 17
Issue 2
Article Number e0263560
Keywords Video games, Games, Computer games, Advertising, Australia, Social media, Marketing, Surveys
Public URL


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