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Electronic games

Alternative labels
Computer games
Video games
computer gaming
Subject Hierarchy
Broader terms
Digital media
Current term
Electronic games
Permalinks
APO URI

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Report

Trails blaze: towards a games and interactive art strategy for Australia


Video games are one of Australia’s largest arts sectors. This report canvasses how Australia’s games sector can weather economic headwinds and compete in a more challenging global games market. It recommends more public support and a dedicated national agency for video game development and promotion.
Guide

Positive use guide: evidence-based insights on the impact of digital devices on child and adolescent wellbeing


This guide provides evidence-based practical tips and checklists on how to manage screen time for children and adolescents in Singapore to help them build a normalised, lifelong relationship with technology. The guide discusses how screen use has both positive and negative effects. It finds screen use has a less significant role in wellbeing than other...
Report

Young men’s media landscaping report

Aaron Smith, Zac Seidler, Simon Rice

This report explores online data from young men aged 12 to 17 years old across six countries providing a comprehensive, nationally representative map of their digital ecosystems and key emergent trends. It provides evidence-based and actionable insights that researchers, policymakers and practitioners can use to connect online beliefs and behaviours to relevant health issues facing...
Report

Digital use and risk: online platform engagement among children aged 10 to 15


Online platforms are a central part of life for children in Australia. As children increasingly navigate digital spaces, it is essential to understand not only how they use these platforms but also the risks they may encounter. This short report details top-line findings on the use of online platforms and experiences of harms among 10–15-year-olds.
Report

It’s more than fun and games: the online gaming experiences of young people with disability


This report explores the online gaming experiences in Australia of children and young people with disability aged 8 to 17. It finds that many of the benefits associated with gaming are more pronounced for young gamers with disability than for their peers. However, the risks of online gaming are also more prevalent.