Navigating Australia's Contentious Video Game Classification Landscape
Australia's video game classification system has long been a source of controversy, with its strict and often inconsistent regulations governing the depiction of content deemed risky or unsuitable. This article delves into the complexities of this system, exploring the underlying issues and the challenges faced by game developers and players alike in navigating this regulatory landscape.Uncovering the Paradoxes of Australia's Video Game Classification
Inconsistent Approach to Risky Content
Australia's classification laws have been criticized for their seemingly arbitrary and inconsistent approach to regulating the depiction of risky content in different media. While films and television shows can freely depict drug use, the same content in video games is subject to strict controls. Games that include any suggestion of drug use being beneficial or rewarding are often refused classification, effectively banning them from legal sale within the country. This has led to developers like Bethesda Game Studios having to make changes to their games, such as renaming "Morphine" to "Med-X" in the Fallout series, in order to comply with the regulations.The Stagnant Classification System
The root of the problem lies in the outdated and inflexible nature of Australia's classification system. As explained by former Australian Classification Board director Margaret Anderson, the current system is essentially a "gentleman's agreement" between the states, rather than being enshrined in the constitution. This means that any changes or amendments to the law require the agreement of multiple signatories, making progress towards modernization incredibly slow or nonexistent.The Pervasive Assumption of "Protecting the Children"
Another key issue identified by the panel at SXSW Sydney 2024 is the pervasive assumption that video games are primarily consumed by children, and that the classification system must be designed to protect them. However, as statistics show, the average age of video game players in Australia is 32 years old. Despite this, the classification laws still prevent adults from accessing fictional drug use content that is tied to in-game rewards or incentives, even after the introduction of the R18+ rating for high-impact games.The "Special" Treatment of Video Games
According to Professor Jeff Brand, a leading games researcher in Australia, the classification system treats video games as a "special" form of media, with the assumption that they have a greater psychological impact on players compared to other media. This is despite multiple studies confirming that there is no active link between interactivity in games and real-world aggressive behavior or delinquency.The Tightening of Restrictions
The panel at SXSW Sydney 2024 noted that with each amendment made to Australia's classification law, the restrictions on video game content only seem to get tighter. The most recent updates to the guidelines, aimed at preventing children's exposure to loot boxes and simulated gambling, further reveal the system's focus on protecting minors rather than enabling adults to access complex or challenging content freely.The Need for a Comprehensive Overhaul
The conclusion of the panel was that the classification law around video games in Australia requires a significant overhaul, not just piecemeal amendments. A fresh start is needed, one that is based on a deeper understanding of the core audience of video games and is free from fearmongering and outdated assumptions. Only then can a more holistic and fair system be created to serve the medium and its true audience.While there have been some changes to game classification in recent years, it is clear that further progress is necessary to ensure that Australia's video game classification system keeps pace with the evolving industry and the changing demographics of its players. The path forward requires a fundamental shift in perspective and a willingness to challenge the status quo, in order to create a classification framework that truly serves the needs of both the gaming community and the broader public.