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ACMI SCREEN EDUCATION

PARENTS, KIDS & VIDEOGAMES WHATS THE SCORE?


A Parents Guide To Videogames - Anthony Hetrih
Updated 2007 FOREWORD Children love videogames and seem to almost intuitively know how to interface effectively with them. They move through the space of videogames with ease and skill, as these virtual places are their new playgrounds. This guide was generated in response to an understanding that many parents, who do not play videogames themselves, feel concern about what their children are doing when they play videogames. It hopes to offer an introduction to games and Harvest Moon, Ubisoft their appeal to children. To offer a starting point to discussion ACMI sought the opinion of game guru Anthony Hetrih on children and games. Anthony Hetrih is a trained teacher who became a professional games journalist for childrens magazines. Anthony has an extensive hands-on knowledge of videogames and grew up playing games as part of the Nintendo generation. In his work Anthony focuses on what kind of experiences games offer children. He is a member of the Classification Review Board who are responsible for reviewing classification decisions of film and videogames in Australia and is a parent himself. This guide is intended to help parents understand what kind of games their kids are playing, the differing characteristics of games and their gameplay and offer some parent friendly descriptions of commercial games. It is designed as a good starting point and hopes to inspire further discussion and debate. The guide has been updated in August 2007 to include information about the next generation of game consoles, some recent releases and some thoughts on gaming as both a creative and social activity. Helen Stuckey Curator Games Lab

ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007

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INTRODUCTION
Becoming a parent is a life-changing experience. It brings with it a world of responsibility and can totally change the way in which we look at things particularly, when it concerns the health and wellbeing of our children. This document addresses parental concerns with regards to videogames and children. It offers a starting point from which parents can gain a better understanding of videogames and their content, explains the reasons why kids enjoy videogames, addresses parental concerns surrounding videogames and offers some common sense tips. By gaining a better understanding of this form of interactive entertainment, parents can feel confident that they are well equipped to make informed decisions about what their children are playing.
RESEARCH A look at research conducted on videogames and their effect on players. PARENTAL CONCERNS An examination of concerns parents may have about videogames. TIPS FOR PARENTS A few ideas to help parents when dealing with children and videogames. CHOOSING WISELY What to consider when making decisions about the suitability of videogames for your children. CLASSIFICATION FOR VIDEOGAMES What the classifications, including consumer advice, on videogames mean and how they can help parents make informed decisions. WHY VIDEOGAMES? A look at some of the reasons why children enjoy playing videogames. GAMEPLAY ACTIVITIES We explore what children are actually doing when theyre playing videogames. CONCLUSION Final thoughts and reflections. BIO Background information on the author, Anthony Hetrih. SELECTED GAMES A personal selection of kid friendly games, including some of the reasons for each choice.

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RESEARCH
Videogames are a relatively new, and rapidly evolving, form of electronic entertainment. Because of this, no definitive research on the topic of videogames and their long-term effects on players has been completed either here in Australia, or overseas. While the body of research is growing, it has offered varied results. Studies on the effects of videogames on players have been used to support arguments to both positive and negative effect. Most of the research is limited, and at times, the methodologies used are questionable. In 1995, the Office of Film and Literature Classification (OFLC) commissioned a review of computer games and their effects on young people. It came to the conclusion that although the research is not exhaustive and by no means conclusive, it indicates that the stronger negative claims are not supported and to the contrary, some evidence indicates that there may be cognitive and perceptual motor-skill gains as a result of computer game practice. However, it is still important for us to explore some of the main concerns that parents may have about videogames and discuss the different views surrounding these issues. In this way, parents can see opposing sides of the argument and draw their own conclusions.

LATEST RESEARCH
New thoughts on impact and interactivity In April 2007 the British Board of Film Classification (BBFC) published an extensive new report on videogames. This new research looks at why players enjoy games and explores the preferences of UK gamers between the ages of seven and their early 40s. While most of the conclusions drawn from this report were unsurprising, an interesting argument was put forward on the issue of interactivity and how it affects the impact on an individual. In the past, the general belief was that interactivity could and most likely did increase the impact of the content found in videogames. The new BBFC report proposes that the opposite may be true. In a statement about the report, Director of the BBFC, David Cooke said that, this research suggests that, far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. Furthermore it appears that a range of factors seems to make them (videogames) less emotionally involving than film or television. This is an interesting point of view, one which parents may wish to explore further. The full report is available on the BBFC Website: http://www.bbfc.co.uk/

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IDENTIFYING PARENTAL CONCERNS
The three main areas of concern parents have about videogames relate to the behavioural, health and social impact that games may have on children. It should be noted however, that this impact will vary with the content and style of a particular game.

Behavioural Issues
Probably, the biggest concern for parents when talking about videogames is the level of violence in a game and the effect it may have on their children. There are several schools of thought on this issue. There is a concern that violent videogames set up a bad pattern of behaviour, teaching children that the use of violence to solve problems is acceptable. A second argument claims that the violence in games has a cathartic effect. That is, by acting out violent behaviour in games, the player purges these aggressive impulses and the game has a calming effect on them. Regardless of which of these positions a parent holds, the onus is on them to decide if a videogame is suitable for a child of a particular age. As a result it is extremely important for parents to know exactly what their children are playing and to control any content that they are uncomfortable with. It is also important to note that popular culture is only one influence on our childrens imaginations and their real life experiences will be more influential. Most children appear to clearly understand the distinction between their activities within the fantasy world of games and those in the real world. Violence can be depicted in videogames in countless different ways and the manner in which it is treated and its context can completely change its impact on the player. For example, lets compare three games, all of which have violent content, but have vastly different levels of impact. First, well look at The Simpsons Hit & Run (G). This game is set in the cartoon universe of The Simpsons and is a free-roaming adventure where you take control of a character and embark on a series of missions. Gameplay includes being able to borrow cars and cause carnage on the streets of Springfield. Probably the most concerning aspect of the game is being able to run over pedestrians, which is handled in a comedic manner very much in the style of the TV show. Obviously, there is no blood but if you choose to continue to play in this manner there are consequences (the Springfield police will chase you down and when you are caught you will be penalised with a fine).

The Simpsons: Hit & Run, VIVENDI

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Halo: Combat Evolved, MICROSOFT

The second example is one of the most popular First Person Shooters (FPS) available on consoleHALO3 (M). This is an epic action game that has players taking the role of Master Chief and battling an alien menace that threatens humanity. The visuals in HALO are far more realistic than those seen in The Simpsons Hit & Run, it takes place in the future with all the elements of a science fiction film. During the game, players will use a large array of weapons and vehicles, both alien and human, to fight the evil alien invaders. The aliens seen in the game in no way resemble humans; however they do become injured in a realistic manner, depicted with blood splatter, albeit in alien colours.

The final and most controversial videogame of the three is GTA: San Andreas (MA 15+). This is the latest instalment in an extremely popular series of games, which have clearly been designed with adults in mind. Players take control of CJan ex-gang leader who returns home for his mothers funeral. Almost immediately hes victimized by corrupt police and rival gangs, leaving him little choice but to return to a life of crime to survive. The setting for the game is a free-roaming urban landscape, where players have almost total freedom to do anything such as committing crimes, killing police officers and running over pedestrians. The GTA: San Andreas, TAKE 2 visuals, while limited to some degree, clearly depict realistic environments and characters. As such, the violence in the game has a harder edge to it than the previous games discussed. Red blood splatter is shown and numerous real-life weapons can be used. Admittedly, the violence in the game is often over-the-top bordering on parody, however, younger players may not be able to make this distinction. GTA: San Andreas also includes frequent coarse language and has implied drug use and sexual activity depicted. It should be noted that while committing crimes in view of the police will have some consequences, for the most part a proficient player can usually avoid being caught. Looking at these examples, it becomes quite clear that each of the three videogames has a different level of impact in relation to violence. Even after taking into account the age and maturity of a child parents may still have issues with one or more of these titles. That said, every parent is different and what one may decide is acceptable for his or her child, may be unsuitable for another. Therefore the best advice for parents is to be aware of each videogames specific content, which is indicated in the classification markings, and to prevent their child playing anything that they believe is inappropriate.

ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007

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Health Issues
As with any form of leisure activity, be it reading, TV, movies or sports, spending excessive amounts of time on any one thing can have a negative impact on health.

Videogames are no exception. Playing games for long periods of time can cause minor ailments, such as eyestrain, headaches or repetitive strain injuries. Also, in a very small number of people, there is the possibility that certain games may prompt an epileptic episode. On the whole, these health issues are quite minor and if a sensible approach to playing videogames is taken the risks become almost non-existent.

RollerCoaster: Tycoon 3, ATARI

By limiting the amount of time that is spent playing videogames and taking regular breaks during any extended gameplay sessions, most of these issues can be avoided. Parents should set these limits and ensure their children abide by them.

Social Issues
A long held misconception is that playing videogames is a solitary pursuit and that it may negatively affect social interaction in children. The reality is that many videogames offer a highly social experience. This can be clearly illustrated with the ever-increasing popularity of multiplayer modes, wi-fi, online play, and party games (which have all become major selling points for many titles). There are huge online communities that play videogames together and discuss their interests and most children, if asked, would actually prefer to play videogames with friends and family.

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TIPS FOR PARENTS


To help point parents in the right direction, here are a selection of tips relating to children and videogames. Most are just commonsense, but a few offer strategies to help your children get the most out of videogames from a learning perspective.
When selecting videogames always check the classification markings found on the front, back and spine of the packaging. Recently, these markings have become larger and clearer and are usually found on the bottom left of the box. They are also colour coded to make identification even easier green for G, yellow for PG, blue for M and red for MA15+.

Be sure to read the consumer advice, which is easily found to the right of the classification symbol. This advice will give you a good idea of the type of content that can be found in the videogame. Note that consumer advice is not generally provided for games classified G. However, the Classification Board has the discretion to provide consumer advice for G games if deemed appropriate. While most retailers may be able to provide some information regarding a games suitability parents should use their own discretion in assessing such advice, as some retail employees may not fully comprehend suitability issues relating to your child. When considering a videogame, take notice of the cover art and read the information found on the back of the box. This will give you a good indication of the type of content found in the videogame and the audience for which it is intended. When deciding on a particular videogame do some research. Magazines, newspapers and the Internet all have a wealth of information that can prove to be helpful when making your choices. Remember that every person is different and while one parent may feel comfortable with a particular games content, you may not. Make informed decisions based on your own personal set of values. Keep an eye on what type of videogames your child is playing and the amount of time they spend playing them. If you do become concerned with the amount of time that your child spends playing videogames, set a daily or weekly limit.

Jurassic Park: Operation Genesis, VIVENDI

Show interest in the games your child is playing and make suggestions that could spark interest in other areas. For example, if they are playing a Jurassic Park game introduce them to books, websites, etc. about dinosaurs.

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Get involved; join in the fun and play videogames with your child. Many games have multiplayer modes, which are far more entertaining than playing alone. Get your child to show you how to play the game and youll gain a much better understanding of what videogames are all about (and theres no better way to keep an eye on the content). Talk to your child about what makes a game good or bad, and how they would go about improving it. This encourages them to think about games in an analytical manner. Encourage your child to play games that allow them to create their own content. Many sim-style games allow you to create your own virtual playground and other games now offer tools which allow players to customise characters, levels, maps etc.

CHOOSING WISELY
The most widespread misunderstanding about videogames is that they are only for children. Theyre not! In fact, according to the IEAA (Interactive Entertainment Association of Australia) in 2005 more than 70% of videogame players are over 18 years of age and 20% of them are over 39 years of age. In 2007 the average age of Australian gamers is 28 years. As a result, some videogame developers make games with content specifically designed for adults. The content in these games may be inappropriate for children and this is why the classification markings, including the consumer advice, are such an important tool for parents. With that in mind, the three most important things parents should consider when deciding upon the suitability of a videogame are:
The age and maturity of the person who is going to be playing the game. The classification, including the consumer advice for the game. The actual content in the game and the impact it could have on the player.

These principles are based around the classifiable elements, which the Classification Board use when rating videogames in Australia. Once parents have this information, they can easily bring their own personal values into the equation and make a well-informed decision about what their child can play.

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CLASSIFICATION FOR VIDEOGAMES


There are six classifiable elements, which are considered by the Classification Board when rating video games. They are:
Themes Violence Sex Language Drug Use Nudity
Mario Brothers: MarioKart DS
NINTENDO

Classification takes into account the context and impact of these elements in the game. This includes the frequency, intensity and cumulative effect as well as the purpose, tone and the manner in which the material is treated. It is the overall impact of these six elements that helps to determine the classification. Additionally, consumer advice must be given about the content of video games when the classification exceeds G. Recently, common classifications were introduced for the classification of videogames and film. These markings are colour-coded and far more prominent, as is the positioning of the consumer advice, making it even easier for parents to find the information that they need.

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Below are the new classification markings and an official description* of what they mean: E Certain videogames are exempt from classification if their content can be accommodated under any of the descriptions found within section 5B of the Classification (publications, Films and Computer Games) Act 1995. Educational or edutainment software can be considered for an E classification if its main purpose is for training, instruction or reference. Most videogames however, would not meet these strict guidelines and would need to be classified by the Classification Board. G The impact of the classifiable elements for videogames classified G should be very mild only. These games are for a general audience, but are not necessarily designed specifically for children.

PG The impact of the classifiable elements for videogames classified PG should be no higher than mild. These games may contain material which some children find confusing or upsetting, and may require the guidance of parents or guardians. It is not recommended for viewing or playing by persons under 15 without the guidance of parents or guardians. M The impact of the classifiable elements for videogames classified M should be no higher than moderate. These games are not recommended for persons under 15 years of age. However, there are no legal restrictions on access.

MA15+ The impact of the classifiable elements for videogames classified MA15+ should be no higher than strong. These games are considered unsuitable for persons under 15 years of age. This is a legally restricted category. R18+ Currently, there is no R18+ rating for videogames in Australia. If the impact of the classifiable elements in a videogame exceeds strong, it is automatically refused classification (RC). This is a hot topic of debate among adult gamers, particularly since figures show that 70% of people who play videogames are over 18 years of age and that films are able to be classified R18+ if they have high impact content. Consumer Advice Consumer advice must also be given to all videogames, which are classified PG, M and MA15+. This advice is provided to help consumers make informed choices about the content that may be found in a videogame. Note that consumer advice is not generally provided for games classified G. However, the Classification Board has the discretion to provide consumer advice for G games if deemed appropriate.

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*Please Note:
Most of the wording in these classification descriptions has been taken directly from the guidelines for the classification of films and computer games. If youre interested in more detailed information concerning the classification of videogames in Australia, please check out the OFLC website: http://www.oflc.gov.au

WHY VIDEO GAMES?


There are many reasons why children, and adults for that matter, find playing videogames such an entertaining pastime. Primarily, videogames offer players different challenges and experiences, as well as the chance to improve skills and gain a sense of achievement. In fact, some recent research has suggested that when young people are asked about their motivation for playing videogames, their main reasons are predominantly challenge, enjoyment and diversion. Other key factors that make videogames enjoyable include their interactive nature, social aspects (such as multiplayer gaming) and the sense of control a person gains from playing these games.

NEXT GENERATION CONSOLES


The new face of gaming Videogame technology is constantly changing and evolving, creating new and exciting ways to entertain children, teens and adults. As a result, it can be difficult for parents to remain up to date, keeping informed on what kids can do with videogames, and the things they should be watching out for. Next-gen gaming The console releases of 2006 and 2007 have transitioned videogaming into a whole new era of home entertainment. With the launch of Microsofts XBOX 360 in March 2006 , next-gen gaming was born and soon all the major console manufacturers followed suit. These new game machines are far more powerful, many have high definition almost photo-realistic visuals and offer additional features such as online functions and the ability to play the latest formats for home video like Blu-Ray and HD DVD. In the next generation of consoles the Xbox 360 and the Playstation 3 have both focused on creating total home entertainment systems and their consoles are designed to support other media as well as games, screening movies, playing music, and displaying your photos. The Nintendo Wii, however, has taken a different approach. A whole new motion sensitive control interface was designed, with the hopes of making the console far more accessible to people of all ages. This in itself, opened unique gameplay experiences, where even seasoned gamers needed to re-learn how to play games. Furthermore, this interface made the act of playing a videogame a far more physical experience, and as a result there have already been news articles about possible health benefits when playing some of these games. Taking it online Another core feature of all the new next-gen consoles is online connectivity. These consoles allow gamers to play with/against other people online, to download new games or additional content, surf the net and chat with their friends no matter where they are on the planet. Some even offer news and weather channels as a part of their service. This makes using these consoles a far more social act, however it also brings with it new issues that parents should be informed about.
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What parents should know Most parents already know that there can be risks associated with allowing children access to the internet. The good news is that XBOX 360, Wii, and PS3, not to mention the new Windows operating system Vista, have all implemented family/parental settings to help curb these problems. Not only can parents limit online capabilities, they can screen which friends their children can play and chat with. Furthermore, there are also settings which allow them to limit which games their kids can play on their console or PC, using the OFLC classification and/or consumer advice as a guide. Additionally, the XBOX 360 even incorporates a Family Timer (available for download via XBOX LIVE) which enables parents to set an appropriate amount of gaming/entertainment time for kids. Once the time limit has been reached the console will automatically turn itself off even when parents and guardians are not around. This is an excellent set of tools for parents and it is highly recommended that parents become familiar with these settings on any game consoles they own.

GAMEPLAY ACTIVITIES
So, what are some of the activities children participate in when theyre playing videogames? As you may already know there are a huge range of videogame genres that cater for almost any taste in gameplay. Each of these different styles offers the player a wide variety of challenging activities in which they can improve their skills. These can include anything from hand-eye coordination, motor skills, problem solving and resource management to strategy, collaboration, decision-making and logical thinking. To illustrate how videogames do this, here are a few examples taken from popular videogames.

ADAPTATION & PROBLEM SOLVING


Adventure games are probably one of the most enduring styles of videogame and have always been popular with children. The emphasis in this type of game is usually on exploration, collection of items, overcoming obstacles and solving puzzles. Often these games have an elaborate fantasy storyline and an overriding goal that players must achieve. As these games progress, players are usually rewarded with special items or new abilities for their character to use, which requires them to adapt and utilise these new skills to overcome more challenging obstacles. EXAMPLE: SKILLS UTILISED:

TAK: The Staff of Dreams


Logic / Problem Solving / Lateral Thinking

This game follows the adventures of an apprentice shaman on his quest to save an imprisoned princess. Players take control of the main character and explore the environment, overcoming obstacles to progress further in the adventure. Many puzzles in the game revolve around correctly interacting with the environment and the animals that inhabit it.
TAK2: The Staff of Dreams, TH

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For example in TAK: The Staff of Dreams the main character Tak can only jump a certain distance but at a point in the game he needs to cross a large gap. After searching the surrounding area, players may notice there is a tree close to the gap they are attempting to cross which, if cut down, would make a good log bridge. Two animals close by are a skunk and a beaver. Now Tak may not have an axe, but everyone knows that beavers love to chew up trees. All he has to do is get the beaver to move to where the tree is located. Attacking the beaver to get him to move may initially seem like a good idea, but this doesnt work. So then we consider the skunk. We know that skunks are stinky creatures and that other animals will try to avoid them. So if Tak gets sprayed by the skunk and then chases the beaver, he should be able to get him to move to where he wants him. Problem solved! While the solution to this environmental puzzle may seem bizarre, it actually prepares players for the other obstacles theyll face later in the game. In this way, the puzzles in the game promote both logic and lateral thinking in the player.

DESIGN & BUILDING


The simulation or sim is another very popular style of game, which allows players to create their own virtual worlds and play in them. In essence, they are active play spaces that promote creativity, planning and resource management. Additionally, the consequences of a players decisions within the game are clearly illustrated, thus promoting responsibility. Some notable titles in this genre include Zoo Tycoon and the Rollercoaster Tycoon series, which allow the player to design, build and manage their own zoo or theme park respectively.

EXAMPLE:

The SIM Series

SKILLS UTILISED: Design & Creation / Resource Management / Planning Probably the most well known of the simulation style games is the Sim series, which began with SimCity (players design their own sprawling cityscapes) and evolved into The Sims (players create a family of sims and help them live their virtual lives). All of these games involve a high level of creativity, and The Sims 2 even allows players to make small movies using their sims and post them on the Internet for other enthusiasts to enjoy. The Sims quickly became the best selling PC game of all time.
The Sims: 2, EA

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EXAMPLE: SKILLS UTILISED: HARVEST MOON: A Wonderful Life
Design & Creation / Planning / Resource Management / Strategy / Decision Making / Business Sense

A great illustration of the depth that simulation games can have is Harvest Moon. This game allows players to build and manage their own virtual farm. Children playing the game must care for their animals and look after their crops. They must also manage both their time and limited resources, selling the farms produce to turn a profit. This is a balancing act that Harvest Moon: A Wonderful Life, UBISOFT involves planning, strategy and forethought. The game also conveys the importance of players decisions, actions and responsibilities, and teaches children good business sense, even if it is in a digital environment.

MAKE YOUR OWN STUFF


Getting creative with your own game content Another trend which is quickly gaining popularity is for players to create and customise their own content within the games they play, and in some cases even share these creations with the online community. In the past this activity was very much a part of the hardcore gamer community, particularly with First Person Shooters (FPS) where players would create skins (character representations) and multiplayer levels that they would share with fellow gamers. Some of this player created content was so good, that the game companies actually used them in official expansion packs that were sold to the public. In recent years, many developers have realised that the customisation and creation of new content for their games extends the life-cycle of a title. As a result, they began shipping games with simple tools which allowed players to do so. This has made player created content far more accessible, even for casual gamers. In fact, more and more fan sites and official game sites have appeared on the internet, freely distributing player created content for everyone to enjoy. Some of the most popular videogames of all time have used this formula, just look at titles like The Sims and the Tony Hawk series. This concept seems to be growing in popularity, as it walks hand in hand with the whole idea of social gaming. One just has to look at some of the upcoming games on the next-gen consoles. A fine example is the incredibly innovative LittleBigPlanet on PS3. On the surface this game is a simple platform filled with environmental puzzles, albeit with gorgeous visuals. However, the developers have taken a simple idea and made a game that taps into player creativity. Its really easy to customise the game characters and even a novice player can make their own levels and create new puzzles, all of which can be shared online. Furthermore, the need for co-operation between players to solve certain puzzles in the multiplayer mode, adds depth, making communication and team work an essential ingredient for success in the game.

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EXAMPLE: SKILLS UTILISED:

TONY HAWKS UNDERGROUND


Design & Creation / Customisation / Analytical & Spatial

Tony Hawks Underground is a skateboarding videogame that


allows players to map their own face onto in-game characters, customise their look and even design their own skate parks using tools provided within the game. Better still, they can share these creations online and play them with their friends. By doing so, players begin to think about a games dynamic and what makes a good gameplay environment. They can experiment with what Tony Hawks Underground: 2, ACTIVISION works and what doesnt and refine their designs. In doing so, players are learning spatial, analytical and problem solving skills, which could easily be translated to everyday life.

VIRTUAL WORLD & PHYSICAL WORLD


Videogames have begun to blur the lines between the virtual and physical worlds. These new games do not use conventional controllers and in some cases, the movements of the players body control the on-screen action. This now means that playing videogames can actually be physically exhausting; players can exercise both the mind and the body! EXAMPLE: SKILLS UTILISED:

EyeToy
Reflexes / Motor Skills / Hand-Eye Coordination / Fitness

Best described as a web-cam, which incorporates special movement sensors, EyeToy is an amazing peripheral camera that allows players to control games by moving their body. EyeToy will position the players image onto the screen so they can see how their movements affect the virtual environment.
EyeToy: Kinetic, THQ

Games utilising the EyeToy camera include EyeToy: Play, Monkey Mania, AntiGrav and Sega SuperStars. All of these games give players a good physical workout. So good, in fact, that it inspired Sony to get together with Nike MotionWorks and create EyeToy: Kinetica full-blown fitness program for your PS2. In the game, players workout with a virtual personal trainer who helps them put together a personalised exercise regime and tracks their progress over time. The game even gives players encouragement during the workout, making this a lot more fun than that old exercise video.

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EXAMPLE: SKILLS UTILISED:

SingStar
Vocal / Rhythm / Teamwork / Social

Another example is SingStar. This videogame is a whole new take on karaoke, where players can hone their vocal skills. The game is played using an innovative dual-microphone controller that can test and judge your singing ability based on pitch, tone and rhythm. Video clips are played (displaying the lyrics) and players must sing along with the tunes. The fun really begins when the game is played in groups, allowing for duets and sing-offs, forcing players to work as a team.
SingStar, SONY

PLAY TOGETHER
Gaming as a social activity In recent years, the most significant trend in videogames has been the rising popularity of multiplayer gaming (both co-operative and competitive) and online play, which allows players to compete, communicate and share their gameplay experiences with people from all over the world. In particular, there has been huge growth in Massively Multiplayer Online Role Playing Games (MMORPGs) such as World of Warcraft, where large numbers of players of all ages take on online personas and embark on adventures in a huge virtual world full of other gamers. Past misconceptions that videogames are a solitary experience have also been put to rest, with research showing that gamers prefer to play with friends and family. In fact, 73% of parents are already playing videogames with their kids, which is good news indeed. It means that parents are taking responsibility into their own hands and are monitoring what their children are playing. It also gives parents an opportunity to discuss directly with their children any concerns they may have about the content or nature of the games. With multiplayer modes, downloadable content, Wi-Fi and online play/capabilities becoming major selling points for both consoles and games, its no surprise that all of the next-gen consoles are offering these services and much, much more. Now voice chat and multiplayer gaming is even available on hand held consoles like Sonys PSP and Nintendos DS. In fact, Nintendo Australia has recently joined forces with Telstra to bring free Wi-Fi access to DS users at all Telstra Wireless Hotspots across the country. Next-gen consoles are not only offering great multiplayer experiences online, they are taking social interaction to the next level. Both the PS3 and XBOX 360 offer video cameras and wireless headsets to help players keep in contact with friends and some games even allow you to capture your facial features and put them onto the in game character that youre controlling. In this way, virtual representations of you and your friends can actually be in the game when you are playing multiplayer games. The Wii takes a different tack, giving players simple tools to create their own likeness in a virtual representation of themselves called a Mii. This character can

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then be emailed or transferred via the Wii-mote to a friends console and your avatar can then be used in multiplayer mode. PS3 takes this even further with its Home service, that is more about social interaction in your leisure time, than actual gameplay. Home is a virtual space that has been designed specifically for PS3 owners, where they can shop, interact with other people, listen to music, play games and watch video clips. Players begin by creating an avatar, which represents them in this virtual world. They can communicate with others by typing or voice chat, and can even convey mood using Emotes that show what they are feeling. Theres a central lounge which is the general access, social meeting place and players are also designated a private apartment space which they can decorate, upgrade and personalise to their own tastes. Entry to this personal space will be invitation only making this a virtual home away from home.

EXAMPLE: SKILLS UTILISED:

POKEMON
Strategy / Tactics / Reading / Social

Pokemon: Colosseum, NINTENDO

One of the most popular videogame phenomenons of all time would have to be Pokemon. This game has gained an enormous childrens following, which is quite amazing due to the complexity of the game. The gameplay involves the players exploring various environments in search of virtual creatures. They must then capture and train their Pokemon and battle other players.

There are many sets of rules that define the abilities of each Pokemon and these must be understood if players hope to defeat their opponents creatures. Strategy and tactics play a major role and much of the game is text based, so reading skills are also strengthened. Most importantly, this game also actively promotes interaction between players, because the only way to collect all of the Pokemon is to swap them with other people.

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CONCLUSION
New forms of entertainment like videogames are quickly evolving, offering a wide array of new experiences for players. Technology has paved the way for photo-realistic visuals such as the next generation of consoles and demand from older consumers has increased the availability of adult content in games. While all these changes may seem daunting to some parents, using the basic tips outlined in this guide can make things much easier. Parents can use tools like the classification markings, including consumer advice, which are clearly marked on all Australian videogame releases, as a starting point. These in league with packaging and marketing blurbs on games will also give you a good idea of what sort of content to expect. Videogames should be treated like any other legitimate form of entertainment, be it TV, books, films or playing sport. Like any of these activities parents should get involved, be informed and monitor their children to help them interpret the content in a wider social framework. Hopefully this guide has been successful in pointing parents in the right direction, showing them where information can be found and giving them a better understanding of this enjoyable form of entertainment. By taking this common sense approach, parents will hopefully feel more comfortable with videogames in general. As many people have already discovered, videogames can be an enjoyable social experience. Playing games is a great way to bring the whole family together and can become a common ground for parents and their children.

BIO
Anthony Hetrih has a background in marketing and communications, and holds a Bachelor of Education. He has worked
as a journalist for more than seven years, writing videogame/technology reviews and features for a number of high profile magazines, newspapers and websites. His work has been published both in Australia and overseas. He is currently the editor of G@MER magazine, writes the gaming sections for Just Kidding, DMAG and Just Kidding Junior and has a regular kids videogame segment on Toasted TV. Anthonys persona/pen-name Game Guru specialises is writing for a younger audience specifically children and teens. He has been researching the effects of videogames on children for several years and feels many of the issues raised by parents have been directly related to the negative portrayal of videogames in the Australian mainstream media. In May 2005, Anthony was appointed as a member of the Classification Review Board. He lives in Melbourne with his wife and son. SPECIAL THANKS This document has been made possible with the kind help and support of a number of organisations and individuals. Id like to thank the Office of Film and Literature Classification, the Classification Review Board and the videogame companies that gave permission for their game images to be used. My friend Drew Taylor for his vigilant editing skills. And finally, Id like to thank my wife Danielle, and my son Joshua who was the original inspiration for the guide.

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SELECTED GAMES
Here is a collection of videogames that are suitable for children and teens. I have included a few thoughts and comments on each of the games, as well as their classifications, including consumer advice. Parents should take into account the age and maturity of their children when selecting any videogame.

MARIO PARTY (the whole series)


GameCube (1999) Classification: G8+ Consumer Advice: Mild gambling references The Mario Party series of games are a great way for parents to get introduced to videogames. Its basically a virtual board game that incorporates animation and mini-games during play. Its also a multiplayer title, which makes it a great one to bring the whole family together for some light entertainment.

Mario Party 3: NINTENDO

EYETOY: Play 1 & 2


PS2 (2004) Classification: G

EyeToy games are tons of fun for the whole family. EyeToy: Play 1 & 2 are a collection of mini-games that are controlled using your body. Its physical and youll work up a sweat. Its also great for younger players who cant use a normal controller yet.
EyeToy: Groove, THQ

SCALER
XBOX / PS2 (2004) Classification: G8+ Consumer Advice: Low level animated violence This is a great platform adventure that has players solving puzzles and overcoming all sorts of challenges to progress through the game. Players can even morph into new characters with special abilities and use these unique skills to overcome specific obstacles, which promotes both lateral thinking and problem solving.

Scaler: TAKE 2

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SEGA SUPERSTARS
PS2 (2004) Classification: G

Sega SuperStars is another EyeToy game in which players use their body to control the action. This is a collection of Segas classic games that have been given an EyeToy twist so expect to take control of characters like Sonic the Hedgehog. This is a good one to test your
Sega Superstars: THQ

coordination and reflexes.

FORZA MOTORSPORT
XBOX (2005) Classification: G Racing games are a popular genre of videogame and Forza is a great one. Playing most racing games will hone your reflexes, but this one also allows you to get creative with the look of your cars and even tweak their performance under the hood. To top it all off the game also has plenty of multiplayer options.

Forza Motorsports: MICROSOFT

SINGSTAR POP
PS2 (2005) Classification: PG Consumer Advice: Low level coarse language This is the latest SingStar title, which allows you to sing with and against your friends and family karaoke style. It even allows you to rap, for all the budding MCs out there. For parents concerned about the consumer advice, due to some of the lyrics in the songs, consider the earlier instalments in the series SingStar or SingStar Party which are both classified G.

Singstar: SONY

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WARIOWARE (the whole series)


GBA / Nintendo DS / GameCube (2003) Classification: G This is a great series of videogames, each of which contain a stack of fast paced micro-games. All of the games involve quick reflexes and fast thinking. Another interesting note is that many use innovative styles of control like WarioWare Touched! on Nintendo DS (touch screen & microphone) and WarioWare Twisted! on GBA (special Gyro Sensor).
Warioware: NINTENDO

HARVEST MOON (the whole series)


PS2 / GameCube / GBA (1997) Classification: G This farming Sims game shows children another lifestyle that many of us will never experience. Additionally, it strengthens skills in resource management, planning, decision making and even good business sense.

Harvest Moon, A Wonderful Life: UBISOFT

POKEMON (the whole series)


GBA (2001) Classification: G8+ Consumer Advice: Mild gambling references Provided parents dont have a problem with the mild gambling references, which are basically some mini-games, this series is extremely popular with children. It involves complex gameplay, strategy and is text based so it also involves some reading. The multiplayer aspects of swapping and battling Pokemon are also a plus.

Pokemon, Emerald Version: NINTENDO

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TAK (the whole series)


XBOX / PS2 / GameCube (1995) Classification: G8+ Consumer Advice: Low level animated violence In addition to being fun adventure games that anyone would enjoy, Tak and its sequels include some of the best environmental puzzles around. Once players learn the basic rules of the game, they can apply them to overcome the obstacles they encounter. Tak promotes both lateral thinking and problem solving skills.
Tak2: The Staff of Dreams, TH

PIKMIN 1 & 2
GameCube (2004) Classification: G8+ Consumer Advice: Low level animated violence This game has players take control of small teams of Pikmin (alien creatures) to solve a series of environmental based puzzles. Different types of Pikmin have unique abilities and often these need to be utilised to overcome an obstacle. Parents should be aware that Pikmin can die if things go wrong, which may be disturbing for younger players.

Pikmin 2, NINTENDO

ROLLERCOASTER TYCOON (the whole series)


PC (1999) Classification: G Concentrating on resource management and business skills, players must create their own theme park, attract visitors and turn a profit. Managing all aspects of the park will keep players on their toes and there is also a design component where you can make your own monster rollercoaster. Rollercoaster Tycoon 3, also includes an excellent mode in which you can ride on the rollercoasters you design, experiencing them as the public would in a first person view.

Rollercoaster, Tycoon 3: ATARI

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NINTENDOGS
Nintendo DS (2005) Classification: G A great way to teach kids about the responsibilities involved with owning a pet, Nintendogs is a virtual puppy sim. Players must care for their new dog; playing with it, petting it, teaching it tricks and taking it on walks. All of which is done using the DS touch screen and microphone.

Nintendogs, NINTENDO

BUST-A-MOVE (the whole series)


PS2 / GameCube / XBOX / PC / GBA (1996) Classification: G A great puzzle game for players of all ages, it promotes fast thinking and colour recognition. Connecting like-coloured bubbles to clear your screen is simple, but add multiplayer where the bubbles you clear jump onto your opponents screen and its a whole new ball game.
Bust-A-Move: ACCLAIM

ZOO TYCOON (the whole series)


PC (2001) Classification: G8+ Consumer Advice: Low level animated violence Create and manage your own zoo in order to attract the public. This game is also a good springboard to get children interested in animals in general. Take them to your nearest zoo and get them to check out some books on the subject.
Zoo Tycoon 2: ATARI

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SUPER MONKEY BALL DELUXE


XBOX / PS2 (2002) Classification: G This is a fantastic puzzle game that builds hand-eye coordination, reflexes and motor skills. Its so good in fact, that there have been medical schools in the US that have used this game to help doctors in training improve their skills in laparoscopic surgery.
Super Monkey Ball Deluxe, TH

AGE OF EMPIRES (the whole series)


PC (1997 - ) Classification: G8+ Consumer Advice: Low level animated violence This is an extremely popular Real Time Strategy (RTS) game, which allow players to build their own empire. As it is based in different historical periods, its a good game to spark interest in these areas. Gameplay involves strategy, resource management and tactics. Parents should note that warfare is depicted in the game, albeit in a relatively mild manner.

Age of Empires 2, The Age of Kings:


MICROSOFT

BEYOND GOOD & EVIL


XBOX / PS2 / GameCube / PC (2003) Classification: G8+ Consumer Advice: Low level animated violence

Beyond Good & Evil: UBISOFT

Beyond Good & Evil is an entertaining adventure game with a powerful storyline, which touches on environmental issues and has a strong anti-war message. The gameplay also involves puzzle solving and taking virtual photographs of wildlife.

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ANIMAL CROSSING
GameCube (2003) Classification: G This is a strange little simulation of life in a town inhabited by animals. Interact with the characters in this virtual community and go about your everyday life in real time. There are tons of things to do and you can even decorate where you live and design what you wear. Much of the game is text based so it also promotes reading skills.

Animal Crossing: NINTENDO

THE SIMS (the whole series)


PC (2002) Classification: M15+ Consumer Advice: Sexual References This is one of the most popular games ever and players of all ages have enjoyed creating their own Sims, building their homes and watching their exciting little lives unfold. However, parents should be aware that there are sexual references in the game, especially if they are considering it for younger players. Better suited for younger gamers, the latest instalment in the series My SIMS has been classified G.

The Sims: EA

ICO
PS2 (1997) Classification: G8+ Consumer Advice: Low level animated violence This is an atmospheric adventure game that involves exploration and many convoluted puzzles to solve and mazes to escape a huge fortress with an imprisoned princess.
ICO: SONY

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REVISITING RECOMMENDED GAMES
Heres another selection of videogames which are suitable for kids and teens. Included are a few thoughts and comments on each of the games, as well as their classifications, including consumer advice. Parents should take into account the age and maturity of their children when selecting any videogame.

CRUSH
PSP (2007) Classification: G This is a fantastic puzzler that allows players to manipulate a virtual environment between 2D and 3D. The idea is to help the in game character overcome obstacles and make his way to the exit on each level. This really gives your spatial skills and problem solving abilities a workout. Additionally, youll need to use forethought (predicting what 2D/3D transitions will do) and lateral thinking.

Crush

BUZZ! Junior (the whole series)


PS2 (2006) Classification: G A great multiplayer kids game, that uses special Buzzers instead of traditional controllers. This makes the Buzz! Junior series the ideal introduction to videogames for both kids and parents. The mini-games promote reflexes and hand-eye co-ordination and it is a very social gameplay experience, supporting four-way simultaneous play.
Buzz! Junior

BUZZ ! (the whole series)


PS2 (2005) Classification: PG Consumer Advice: Mild gambling references The Buzz! series of videogames plays exactly like a TV quiz show, complete with buzzer controllers and a virtual host. Once again the game is a social experience, allowing up to four players to test their general knowledge with a tricky collection of brain teasers. Being quiz based, this is better suited to adults and teens and several versions have been released, including one specialising in music.

BUZZ!

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VIVA PINATA
XBOX 360 (2006) Classification: G

Viva Piata is Microsofts answer to The Sims and Animal Crossing. It


features a unique visual style inspired by mexican Piata designs. Players are expected to create their own virtual garden, which in turn will attract numerous Piata creatures. The idea is to build a Piata paradise and collect as many of these rare animals as possible. There are many customisation options available in the game, players can send each other Piatas, and there is a planned update that will allow players to visit each others gardens online.

Viva Pinata

KATAMARI (the whole series)


PS2 / PSP (2006) Classification: G The Katamari series of videogames is one of the most unique experiences around. Its a cult classic with a totally original visual style and gameplay mechanic, not to mention a crazy soundtrack thats perfectly suited to this decidedly weird game. Players take on the role of Prince of the Cosmos, and must push around a sticky blob of goo called a Katamari. As it rolls around, all sorts of items get stuck to it, making it bigger and bigger. Theres even a wacky multiplayer battle mode, to see who can roll out the biggest Katamari.

Katamari

PSYCHONAUTS
XBOX / PS2 (2005) Classification: M Consumer Advice: Moderate violence, moderate themes Heres an action/adventure title that uses tons of humour and in-jokes to entertain its target audience. With brilliant character designs and a wacky storyline that involves a summer camp for budding psychic secret agents, players utilise a series of special mental abilities to overcome challenging puzzles and powerful enemies. Lampooning everything from Godzilla movies and Mighty Morphin Power Rangers to the Kennedy assasination, Psychonauts is one of the best examples of humour being used in videogames.

Psychonauts

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LOCO ROCO
PSP (2006) Classification: G An inspired control method (the PSP shoulder buttons tilt the game world left and right) and gorgeous cartoon visuals, make this a very entertaining puzzle game ideal for both young and old. Players must roll and bounce a blob like creature through a series of twisted mazelike levels, overcoming all sorts of challenging obstacles. As you progress your Loco will gobble up goodies and grow larger and larger. Its your job to make him grow as large as you can, and get him to the level exit safely.

Loco Roco

GUITAR HERO (the whole series)


PS2 / XBOX 360 (2006) Classification: PG Consumer Advice: Mild coarse language, mild themes One of the best games out there for hand-eye co-ordination, Guitar Hero is a music/rhythm game that is played using a unique guitar controller. As you progress, the tracks become more complex and challenging, pushing your reflexes and musical prowess to the limits. The game is easy to pick up, but hard to master and there are some great competivive/co-op multiplayer modes that add to the fun. Ideal for both young and old, the guitar controller makes the game far more accessible than other games in this genre.

Guitar Hero

The Legend of ZELDA: Twilight Princess


Wii (2006) Classification: M Consumer Advice: Moderate fantasy violence Heres an epic Zelda adventure that uses the innovative gesture based control system on Nintendos Wii. Using the Nunchuk and Wii-mote combo is extremely intuitive and is a great way to control Link in the game. Featuring excellent storytelling, a great soundtrack and engaging combat and puzzles, this is one of the best Zelda games ever made. However, parents should note that it has darker themes than previous titles in the series, so it may not be suitable for some younger gamers.

The Legend of Zelda, Twilight Princess

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OKAMI
PS2 (2006) Classification: M Consumer Advice: Moderate sexual references, moderate fantasy
violence

Okami

Best suited to older teens and adults, particularly if they have any interest in asian art, Okami is a stunning videogame experience. Featuring innovative gameplay that utilises the PS2s analogue sticks and an incredible visual style inspired by Japanese water colours and calligraphy, this is one of the most beautiful looking videogames of all time. The storyline taps Japanese folklore and players use the Celestial Brush to interact with the game world. This is a totally original concept and a great launch pad for getting teens interested in Japanese mythology and art styles.

LEGO STAR WARS (the whole series)


XBOX360 / PS2 / XBOX / GameCube / PC (2005) Classification: PG Consumer Advice: Mild violence Ideal for the whole family, the Lego Star Wars series is a great cooperative multiplayer title. In addition to having to learn how important team work is, players will explore and experiment with different classes of characters. Each class has different abilities and as a result, switching between the characters in your party is essential, if you hope to overcome the many enemies and obstacles that youll face. This is another great introduction to videogames for both parents and children.

Lego Star Wars

Wii SPORTS
Wii (2006) Classification: G This is probably the most accessible videogame of all time, due to the unique Wii-mote controller. Basically, players compete in numerous sporting activities (Tennis, Bowling, Golf, Boxing, Baseball) where the Wii-mote emulates the real-life sporting actions. For example, players hold the controller like a racquet, bat or club and swing it in the same manner as they would if playing the actual sport. To top it all off, playing these games is actually quite physical and promotes exercise.

Wii Sports

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COOKING MAMA
Nintendo DS / Wii (2007) Classification: G Heres a game that makes cooking fun and teaches actual recipes along the way. Cooking Mama is a virtual kitchen, where players follow the steps to prepare a series of meals. Different food preparation tasks are emulated by either strokes of the DS Stylus or Wii-mote and do quite a good job of replicating the cooking experience. Its also a great launch pad, to get kids interested in cooking and nutrition.

Cooking Mama

ELITE BEAT AGENTS


Nintendo DS (2006) Classification: PG Consumer Advice: Mild violence, mild themes Heres a music and rhythm game with comic book style and lashings of humour. Players use the DSs stylus and touch screen, to tap to the beat of the music. By doing so, youll help these mysterious men in black in their musical missions. Elite Beat Agents does a great job of entertaining, while improving both rhythm and reflexes. Its lots of fun too.
Elite Beat Agents

TALKMAN
PSP (2006) Classification: E (exempt) While this is not a game per se, its on PSP and is full of fun learning activities, so Ive decided to include it here. Talkman is a portable language entertainment tool and phrasebook that teaches players six different languages: English, French, Italian, Spanish, German and Japanese. Theres quite a bit of humour too, with a blue bird called Max taking you through the lessons. A highlight is the excellent pronunciation game, which utilises the microphone and would be ideal for LOTE students.

Talkman

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ANNO 1701: Dawn of Discovery


Nintendo DS (2007) Classification: PG Consumer Advice: Mild violence

ANNO 1701 is a historical Real Time Strategy game that has an


emphasis on economics and resource management. There are also some planning and strategy elements, as players build a thriving colony on a Caribbean island, establish trade routes and battle to protect their new civilisation. The game can also be used to promote an interest in this particular period of history.
ANNO 1701: Dawn of Discovery

PET PALS: Animal Doctor


PC (2006) Classification: G This is an interesting vet simulator that allows players to experience life as a vet first hand. They will get to treat many different animals, care for their needs, and use realistic medical tools. With a wide array of realistic cases on offer, all of which have been taken from real life veterinary files, this game is ideal for anyone with an interest in animals.

Pet Pals, Animal Doctor

Dr. Kawashimas BRAIN TRAINING: How old is your brain?


Nintendo DS (2007) Classification: G Heres the game that started the recent trend of brain training software thats appeared on almost all formats. This is a series of mental exercises that include maths, reading and puzzles. Designed to be used every day, the game tracks your improvement over time and it really does work. However, its been designed for a more adult/teen audience in mind, so it mightnt be that attractive to younger audiences.

Dr. Kawashimas BRAIN TRAINING

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BIG BRAIN ACADEMY


Nintendo DS (2006) Classification: G

Big Brain Academy is a more light-hearted, entertaining take on the brain training genre. Like its big brother, its a series of activities that exercise the different parts of your brain. With 5 different areas (Compute, Identify, Think, Memorize and Analyze) to work on, the idea is to practise and improve your overall performance. This game is better suited to younger audiences, than many of the other brain trainers out there.

ANOTHER CODE: Two Memories


Nintendo DS (2005) Classification: M15+ Consumer Advice: Mature themes Heres a great interactive mystery on DS that uses a manga art style to help tell the story. This one pulls out every trick in the book, as far as the DSs special features are concerned. Theres lots of exploring to do and puzzles to solve and theres one mind-bender about mid-way, that will really mess with your head. It takes some major lateral thinking to solve it, but its the highlight of the game. Some mature themes make this best suited to teens or adults.

PICROSS DS
Nintendo DS (2007) Classification: G

Picross DS is a compelling puzzle game that takes elements of


crosswords, sudoku and pixel art. Players must use logic to solve a series of picture puzzles which are hidden on a blank grid. To add to the challenge, theres a limited amount of time, and players are penalised for any mistakes they make. Furthermore, theres a great game mode that allows players to create their own pixel art puzzles and share them with their friends.

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THE MOVIES
PC (2005) Classification: M Consumer Advice: Moderate violence, sexual references

The Movies is a sim-styled game that puts players in the role of an up


and coming movie mogul. Players run all aspects of a movie studio and get the chance to create their own movies. To run a successful studio players will have to manage their resources (in this case, writers, directors, stars, sets, budgets, etc.) and try to predict the tastes of the movie going public. Additionally, the films you create can be posted online, for the whole world to see.

LittleBigPlanet
PS3 Classification: T.B.C. Theres stacks of hype surrounding this game and its easy to see why. LittleBigPlanet shows off the true potential of next-gen consoles by delivering an experience which offers players numerous customisation options and an easy to use level creator. Players will be able to post their creations online and challenge other players in the community to try them out. Additionally, the multiplayer aspects of the game often require team work to solve certain puzzles or to overcome environmental obstacles. LittleBigPlanet may have simple gameplay mechanics (its a side-scrolling platformer), but its creative options open up a whole social aspect to the game.

Drawn to Life
Nintendo DS (2007) Classification: G

Drawn to Life is an innovative adventure game that allows players to


use the DS Stylus to draw their own hero and then take control of them within the game. Youll also be able to create tools, like weapons and vehicles, to help your hero on his quest to save a dying village. This is a unique twist on your typical action/adventure game, offering far more player creativity and interaction, than normally seen in this type of title.

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*Please Note:
As of the 26 May 2005 changes were made to the classification markings for videogames bringing them in line with the classification system used for film. These new classification markings are ones, which are outlined in the CLASSIFICATION FOR VIDEOGAMES section of this document. Basically, the changes are that the previous G8+ rating has become PG and the M15+ rating has become M. For this reason, youll notice many of the games in the SELECTED GAMES section have the old classifications, as they were released prior to this date. Therefore a game that is marked with a classification of G8+, now would be considered to be a PG classified game. The Consumer Advice accompanying these classifications has not changed. Also note that consumer advice is not generally provided for games classified G. However, the Classification Board has the discretion to provide consumer advice for G games if deemed appropriate.

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