This article analyses the discourse surrounding the classification and regulation of videogames in Australia, with particular focus on the exclusion, and subsequent introduction of an R18+ rating over the twenty-year period between 1993-2013. This article argues that this period was characterised by a remarkable entropy and stasis within classification discourse, and that the introduction of the R18+ rating was eventually achieved by pro-R18+ advocates reaffirming the perceived validity and power of the core discourse. Thus, the history of videogame classification in Australia-with or without an R18+ rating-is the history of protection of children from inappropriate content, and mistrust of an interactive media form; these arguments underpi...
This is the first comprehensive review of censorship and classification since the ALRC repor...
Studies of moral panics in Australia range from drug panics in the suburbs of Melbourne (Rowe 2007) ...
The computer game Call of Duty: Modern Warfare Two was released worldwide this month and broke all ...
The debate over an R18+ classification for videogames in Australia has been the most pervasive publi...
The subject of whether video games with mature or adult content should be restricted from sale in Au...
In this chapter, we explore some of the ways in which the Australian classification process has foun...
Media classification is now a largely uncontroversial practice in everyday life, but the means by wh...
If Australian video game classification does not warn of all classifiable elements, parents may be m...
In 1995, representatives of all the Australian governments decided that computer games above MA15+ s...
Digital games receive an age restriction classification rating based on their depiction of harmful c...
This thesis investigates the Australian classification system’s practices and policies regardin...
Video games have become a large part of media consumption, both for adults and children. This study ...
Perhaps more than any other medium, computer games represent the essence of convergent entertainment...
The Australian-United States Free Trade Agreement expanded the access rights provisions, including t...
Political statements on the role of Australian film classification tend to focus on the system’s eff...
This is the first comprehensive review of censorship and classification since the ALRC repor...
Studies of moral panics in Australia range from drug panics in the suburbs of Melbourne (Rowe 2007) ...
The computer game Call of Duty: Modern Warfare Two was released worldwide this month and broke all ...
The debate over an R18+ classification for videogames in Australia has been the most pervasive publi...
The subject of whether video games with mature or adult content should be restricted from sale in Au...
In this chapter, we explore some of the ways in which the Australian classification process has foun...
Media classification is now a largely uncontroversial practice in everyday life, but the means by wh...
If Australian video game classification does not warn of all classifiable elements, parents may be m...
In 1995, representatives of all the Australian governments decided that computer games above MA15+ s...
Digital games receive an age restriction classification rating based on their depiction of harmful c...
This thesis investigates the Australian classification system’s practices and policies regardin...
Video games have become a large part of media consumption, both for adults and children. This study ...
Perhaps more than any other medium, computer games represent the essence of convergent entertainment...
The Australian-United States Free Trade Agreement expanded the access rights provisions, including t...
Political statements on the role of Australian film classification tend to focus on the system’s eff...
This is the first comprehensive review of censorship and classification since the ALRC repor...
Studies of moral panics in Australia range from drug panics in the suburbs of Melbourne (Rowe 2007) ...
The computer game Call of Duty: Modern Warfare Two was released worldwide this month and broke all ...