Mine…Gaming and Copyright


We found this video at Dailymotion.com which talks about the difficulties people found in categorising video games when they first emerged and the implications this has had for the law and copyright.  To see the video, click here

The latest newsletter from the ESA shows new research highlights positive affects of Video Game Play


August 2010 – the latest newsletter from the Entertainment Software Association (ESA) in the US provides a brief outline of some recent studies which were unddertaken by Dr Christopher Ferguson of Texas A&M Universtiy which called into question research findings that perpetuate some of the misconceptions about computer and video games.

In June, the Review of General Psychology published Dr. Ferguson’s study titled “Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?” Ferguson conducted an in-depth analysis of existing research on the impact of violent video game play on aggressive behavior. He found that many of these studies were marred by inconsistent findings or weak methodology and had not been sufficiently scrutinized by the broader scientific community. He also noted that the violent crime rate has dropped dramatically at the same time that video games have gained in popularity, suggesting that “the violent video game issue is a crusade in search of a crisis.”

To read on, click here

Close Up – Video Game Stereotypes are being re-created


Tuesday 13 July 2010, the program Close Up on TVNZ featured a story about the revolution about to take place in the gaming industry.  To watch the story, click here

Stroke patients use games as part of rehab


As reported by Amy Coderoy on smh.com.au, an innovative program developed by Neuroscience Research Australia involves the use of computer games, such as Wii Sports, to help stroke victims gain back speech and movement.  To learn more, click here.

Virtual Reality Games used in Pain Management


Nicki Phillips has written an interesting article for Digital Life over at smh.com.au about how virtual reality games are being used as anaesthesia for pain management.

Whilst some parents would see video games as an unwelcome distraction, some parents welcome this distraction in helping their children who have suffered a serious injury.

To read more about this serious use of games, click here

NZ Game Aims to Help Teens Suffering Depression


As reported at stuff.co.nz, a 3D fantasy game developed at Auckland University could help to treat depressed teens.

The game – Sparx – lets players choose an avatar, or character, which can roam around a virtual world, interact with non-playing characters and complete challenges.  The challenges have been carefully based on cognitive behaviour therapies, a common technique used in face-to-face counselling.

To read more about this great initiative, click here

Unedited Left 4 Dead 2 banned in Australia


As reported form Tom Magrino at Gamespot: Valve’s hyperviolent survival-horror FPS refused classification by appeal board, modified version due for release on 360, PC Nov. 17.

Australia’s Classification Board remains keen on keeping the unedited version of Valve’s survival horror shooter Left 4 Dead 2 out of the hands of the living. Today, the country’s Classification Review Board unanimously agreed to refuse classification to the unedited version of Left 4 Dead 2. The appeal committee’s decision upholds the software rating board’s initial assessment from September and prevents the unedited version from being sold, advertised, or demonstrated in Australia.

More at Gamespot

Aussies are an Imagination Nation


Warner Bros Interactive Entertainment have discovered that ‘game snacking’ is the new way to keep your Creativity Alive.

Sydney, Australia – 8 October 2009: Tried and proven, Aussies who game for around 30 minutes a day are more likely to use their imagination daily – thus keeping their creativity alive. These are some of the findings from a recent survey* of ‘Gaming and Creativity’, conducted by Warner Bros. Interactive Entertainment, which revealed that over 85 per cent of Aussies are regular gamers.


The Guggenheim of gaming


From Pong to PlayStations, this exhibition covers the console evolution. By Jason Hill.

After a year-long renovation, the “new” Australian Centre for the Moving Image has opened its doors to the public with a free exhibition that prominently features video game, as reported at Digital Life

It’s a Wii way to the top for Wolfmother


VIDEO may have killed the radio star but 21st-century video games are giving them a whole new audience.

Big-hitting artists including the Australian band Wolfmother are pushing to have their songs on computer games.

To read Christine Sam’s article at The Age click here

Aussie games body changes tack


Interactive Entertainment Association of Australia changes name and focus to meet games industry trends.

Read the full story by Laura Parker at GameSpot.

Use of Electronic Media and Communications: Early Childhood to Teenage Years


Findings from ‘Growing up in Australia’; The longitudinal study of Australian Children (3-4 and 7- 8 year olds), and Media and Communications in Australian Families (8-17 year olds) 2007.

Read the Report from the Australian Communications and Media Authority

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