Video Games are a social network
A quiet revolution is taking place in the world of videogames. Gaming is being transformed: what was once regarded as a solitary pursuit for nerds is becoming one of the most social forms of entertainment. Read more
The Value Gamer: Play and Purchase Behavior in a Recession
A Nielsen report on how gamers are responding to the current economic climate.
Read the Report at Nielsen
ACMA: Computers and DVD’s an Increasing Part of Young Australians’ Lives
A new report highlights the way that digital media is embedded in the lives of young children, commencing in pre-school years. In 2007, 94 per cent of 3 to 4 year olds watched television and 91 per cent watched DVDs or videos, while a sizeable proportion also used a computer at home (40 per cent) and a minority (16 per cent) had played games using an electronic games system. (more…)
Most of us are gamers, new figures show
No one would deny video games are fun to play. They’re also big business.
Despite gathering economic storm clouds, Australians spent a record $2 billion on games last year, a 47 per cent increase on 2007.
An R18+ Classification for video & computer games – A discussion of the facts
What is the IEAA’s position on the issue?
The Interactive Entertainment Association of Australia (IEAA) believes that the introduction of an R18+ classification is essential to:
- Future-proof the computer and video games industry in light of technology convergence which is blurring distinctions between different types of media;
- Cater to the rising age of computer and video game players in Australia (in 2008 the average age of Australian gamers was 30), allowing adult gamers to be treated as such and have broad choice in the types of games they play;
- Provide parents with a complete toolkit to manage children’s game playing;
- and Bring Australia into alignment with the rest of the world.
Video Games Myths
The nine most common myths surroundings Video Games, who plays them and their effects on society. (more…)
Interactive Australia 2009 (IA9)
Read the Full Interactive Australia 09 study as undertaken by Bond University
Read the Key findings of the Interactive Australia undertaken by Bond University.
Classification Summary of the Interactive Australia Study undertaken by Bond University
Teens, Video Games, and Civics
Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens’ civic activities and commitments.
This survey was conducted by the Pew Internet & American Life Project, an initiative of the Pew Research Center and was supported by the John D. and Catherine T. MacArthur Foundation. A full copy of the findings can be found here.
Video Gamers in Europe – 2008
The results of the research project, conducted by Nielsen Games on behalf of ISFE, demonstrate the current make up of the European market for videogames. (more…)
Women & Over 60’s Drive Demand for Video and Computer Games
79 per cent of Australian households now play interactive games
Sydney, Australia – 31 January 2006 – A research report released today showed women and older Australians are the fastest growing audiences for computer and video games. (more…)