Electronic games
Alternative labels
Computer games
Video games
computer gaming
Conference paper
Toward a playable digital placemaking framework
This research's main focus is on the playable experience and new play opportunities (digital play) to the public space, and how the pleasure senses react to the placemaking.
Report
Keep it to a limit: the rules young people want protecting their data
This report describes the rules young people want to govern the collection and use of their personal data by digital platforms, It explores their concerns related to current practices, including issues of consent and personalisation. The report calls for the introduction of a data code for children and young people.
Discussion paper
Gambling on games: how video games expose children to gambling
The presence of gambling and gambling technologies in video games is widespread, pernicious and often hidden. This report identifies four different categories of gambling– gaming crossover, each of which poses different risks and may need to be addressed in different ways: immersive and addictive technologies, simulated gambling, gambling within games and gambling via games.
Report
Playing for the planet: how video games can deliver for people and the environment
This report summarizes recent, relevant, global developments in the video games sector, perspectives from over 50 thought leaders from the industry, and stand-out examples of world-class games. It extracts recommendations for how the video game industry, gamers, policymakers and UN Environment can together ‘Play for the Planet’.
Report
Gaming micro-transactions for chance-based items
Gaming micro-transactions for chance-based items, called 'loot boxes' for the purposes of this inquiry, are included in some video games to provide players with away to obtain virtual items for in-game use.