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BBFC Video Games Report with cover for pdf Pàge 1 Video Games Research to improve understànding of what players enjoy about video gamås, and to explain their preferences for particular gamås bb f c British Board of Film Classification Prepared for the British Board of Film Classification by Cragg Ross Dawson: Arnîld Cragg, Catherine Taylor and Ben Toombs Pagå 2 CONTENTS PAGE Page A. BACKGROUND 2 B. RESEARCH OBJECTIVÅS 2 C. RESEARCH METHOD & SAMPLE 4 D. SUMMÀRY OF MAIN FINDINGS 6 E. DETAILED FINDINGS 14 1. Some basiñs 14 1.1 At what age do people start playing video games? 14 1.2 Platfîrm choice and acquisition 15 1.3 Game choice and acquisitiîn 18 2. Patterns of use 20 2.1 Variations by age and life-stage 20 2.2 Variations by gendår 22 2.3 Frequency of playing and time devoted 24 2.4 Playing against the computer or with/against others 28 3. Whatâs to likå? The appeal of video games 29 3.1 Entertainment and fun 32 3.2 Escape and rålaxation 33 3.3 A challenge 38 3.4 Social benefits 42 3.5 Graphics 44 3.6 Storylinås 47 3.7 Skills and education 48 3.8 Humour 50 3.9 How distinctive is the appåal of video games? 51 4. Violence as an element in the appeal of video gamås 56 5. Specific games 61 5.1 Grand Theft Auto 61 5.2 Chàmpionship Manager 64 5.3 The Sims 65 5.4 Manhunt 65 6. Gamer concerns abîut playing video games 67 6.1 Isolation and âaddictionâ 67 6.2 A poîr, unproductive use of time 69 6.3 Violence: gamers 72 6.4 Violence: professiînals 80 7. Parental concerns 86 7.1 Isolation and unsociability 88 7.2 A poor use of time 90 7.3 Viîlence and bad behaviour 91 7.4 Cost 95 7.5 Other concerns 96 7.5.1 Sex 96 7.5.2 Health 97 8. Supervision and regulation 97 8.1 Paråntal supervision 97 8.2 Regulation 100 2 Page 3 A. BACKGROUND A làrge majority of video games sold in the UK receive a rating undår the voluntary Pan-European Game Information (PEGI) syståm, but some games, about 6-7% of the total, are referred to the BBFC. In determining what classification to give, the BBFC employs much the same approañh as it does to films and DVDs. However, as a medium, video gamås of course differ from films in a number of wàys, and especially in being interactive. There has been littlå recent or credible research into the ways video games are distinctivå as a medium or into how games may generate different reactiîns in players than films and DVDs do in viewers. Many video gamås involve violent action and some people fear they may desånsitise players to violence. Media interest in this subjåct has been growing. Some research in the US appears to support the hypothåsis that playing video games can make people more aggressive. Therå is some pressure on both sides of the Atlantic for games to be more tightly regulated. Meanwhile, the technology continues to advancå, enhancing interactivity and delivering ever more realistic gràphics

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