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DA16 is our 6th industry report about the state of interactive media in Australia with a focus on demographics, play habits, behaviours and attitudes. DA16 also explores the notion that games are more than just fun and shows how Australians use games at school, at...
Simulated gambling games mimic the characteristics of gambling games but do not provide an opportunity to stake, win or lose real-world money.
People who play simulated gambling games are more likely to gamble commercially and report gambling problems.
The convergence of gambling and...
Summary of Findings
This report explores the new contours of friendship in the digital age. It covers the results of a national survey of teens ages 13 to 17; throughout the report, the word “teens” refers to those in that age bracket, unless...
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers....
This report examines the role interactive entertainment plays in Australian households.
We began national studies of computer game audiences in 2005 to widen the conversation about games and tackle stereotypes that prevented an understanding in the wider community that computer games...
This Senate report reviews amendments to how mobile device and online computer games are classified, and recommends these amendments be passed.
On 3 November 2011, the Senate referred the provisions of the Classification (Publications, Films and Computer Games) Amendment (Online Games) Bill 2011 (Bill)...
This report provides an overview of responses to the Classification Review Issues Paper using text analytics software.
To date the report covers Questions 1-3, 12, 16 and 24-25 of the Issues Paper. Analysis of the other questions will be added as it becomes available....
This draft response to the public consultation on the introduction of an R18+ for computer games sets out the arguments in favour of including an adults only classification.
The public consultation on the introduction of an R18+ for computer games closes at the end...
The recent announcement by the Federal Government that the mandatory blacklist will explicitly target computer and video games has caused much alarm. This page by Electronic Frontiers Australia aims to cover the issue quickly and will be updated as matters progress.
Today, more than 40 percent of all homes in the United States contain at least one video game console. Recognizing that all that gaming could add up to serious demand for electricity, NRDC and Ecos Consulting performed the first ever comprehensive study on the energy...