Electronic games

Report

12 Mar 2019
10

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...

Report

27 Nov 2018
11

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 a way to obtain virtual items for in-game use.

Report

18 Jan 2018
11

The Australian Government notes the report by the Environment and Communications References Committee (the Committee) Game on: more than playing around .

The Government has also responded to the Senate Economics References Committee’s report on the Inquiry into Australia’s Innovation System. In its response,...

Conference paper

2 Jul 2016
40

The purpose of this paper and session is fourfold. Firstly, we outline an enduring educational and social problem, poor levels of literacy amongst some adults, including students in higher education, and a potential innovative solution – the gamification of literacy learning. The problem of literacy...

Report

The future of Australia's video game development industry
29 Apr 2016
6

This Senate report provides an overview of key aspects of, and developments in, the Australian video game development industry.

Report

22 Apr 2016
131

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...

Report

15 Dec 2015
31

This research investigated consumers' perspectives on the use of online and venue-based electronic gaming machines (EGMs).

Interviews with recent EGM gamblers showed that the social aspect of gambling was important for many, reflecting their choice to gamble in a venue. This was also seen...

Report

3 Dec 2015
36

This study explores the convergence between gambling and gaming and the implications it has for young people.

The study reports gambling and gaming are converging. Gambling products are increasingly incorporating gaming themes and elements, such as elements of skill. Video games may imitate gambling...

Report

6 Aug 2015
3800

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...

Infographic

Report

28 Jul 2015
111

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...

Report

20 Oct 2014
116

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....

Report

30 Oct 2013
27

This report presents data on the lifestyles, habits, attitudes and demographics of New Zealanders who play computer and video games, as well as how New Zealanders are consuming interactive games in conjunction with other digital technologies.

The report was commissioned from Bond University by...

Report

23 Oct 2013
376

This report examines the role interactive entertainment plays in Australian households.

Foreword

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...

Report

9 May 2012
29

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)...

Report

22 Nov 2011
19

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....

Discussion paper

8 Feb 2010
11

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...

Report

31 Aug 2009
345

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.

Report

22 Nov 2008
15

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...

Report

24 May 2007
28

Due to its unique range of creative, experimental and commercial possibilities, the online persistent virtual world Second Life is attracting significant interest from business and service industry sectors throughout the world. Big name brands such as IBM, Dell, ING, Philips Electronics, Telstra, and the Australian...

Audio podcast

27 Apr 2007
12

PODCAST

The way story works in a game, the role of the writer, and how to technically script a game are topics Jackie Turnure discusses in her one hour overview of the 2006 Austin Texas, Writing for Games Conference.

Jackie Turnure is one...

Overview

 

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