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Book Cover
Book
Author Durkin, Kevin.

Title Computer games and Australians today / by Kevin Durkin and Kate Aisbett
Published Sydney, N.S.W. : Office of Film and Literature Classification, 1999

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Location Call no. Vol. Availability
 MELB  794.8140190994 Dur/Cgo  AVAILABLE
Description xv, 155 pages : illustrations ; 25 cm
Summary The research project 'Computer Games and Australians Today' was a nationwide investigation completed in three stages during 1995-1999. The research was an initiative of the Commonwealth, State and Territory Ministers with censorship responsibilities. It is one of the largest projects ever conducted into the nature of computer game play. The primary focus was on the role of aggressive content: the ways in which this dimension of games is experienced and perceived by players, parents, and other members of the community. Other issues of interest included time use, implications for social interaction, gender differences in play and attitudes, and consumers' uses of the classification system for computer games. This report reviews the background to the project, summarises and integrates the findings of the three stages, and discusses the implications of the results for future research and for policy. The report is presented in five main chapters. These deal in turn with the background to the project, the industry and market for computer games in Australia, qualitative studies conducted in video arcades and homes, a nationwide survey of adults and young people, and the implications of the findings for policy.otocol for the i
Analysis Aggressive behaviour
Attitudes
Censorship classifications
Computer games
Consumer behaviour
Federal issue
Research
State issue
Surveys
Video games
Youth
Bibliography Bibliography: pages 131-132
Notes Commonwealth of Australia 1999
Issuing Body " ... commissioned in three stages by the Office of Film and Literature Classification"--p. iii
Research conducted by Entertainment Business Review, Longshot Communications, Keys Young, and AMR: Quantum Harris
Subject Aggressiveness -- Research -- Australia.
Computer games -- Psychological aspects.
Computer games -- Social aspects -- Research -- Australia.
Computer games -- Social aspects.
Computer games -- Australia -- Attitudes.
Computer games -- Australia.
Video games -- Social aspects -- Research -- Australia.
Author Aisbett, Kate
Australia. Office of Film and Literature Classification.
ISBN 0642704619