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The Office of Film and Literature is the body responsible for viewing every film, video and videogame that enters Australia and for giving it a classification. It works on the principle that its role, in accordance with the Commonwealth Classification Act and National Classification Code, is to ensure the following values are upheld.
Under the Act, each of the following matters must be taken into account in
classifying films and computer games:
Under the Code, classification decisions are to give effect, as far as possible,to the following principles:
Videogames are classified under the same categories as film; however there is no dispensation for a Restricted 18+ category. The categories are as follows:
NOTE: R and X apply to films only (OFLC, 2003: 2).
Hence the term censorship could be applied instead of classification because a game may be banned from being sold in Australia. A game considered to have high impact themes by the Classification Board may be refused classification and thus the right to be sold legally in Australia.
The OFLC has attracted much criticism from gameplayer’s groups, industry associations and publications about the absence of a Restricted 18+ category for games. Essentially, this means that any videogames designed purely for adult players do not receive classification and thus are not be able to be sold in Australia. As the demographics of the videogames industry changes, signified poignantly by the average player age of twenty-nine years, the censorship situation is criticised for not fulfilling its perceived role of protecting the vulnerable but also allowing adults to freely choose the material they consume. Media effects theory and its role in creating moral panics seem to reinforce attitudes toward videogames and the resultant censorship situation.
The present censorship situation largely came about from a Senate Select Committee held in 1993. The Committee was charged with compiling a report on ‘video and computer games and classification issues’ <http://www.geocities.com/anthony_larme/gc/gcrgovt.html#sen93> October 16, 2004. It arrived at a number of assumptions about the video and computer game industry, including that the audience for videogames was largely comprised of children. They also concluded that parents were not competent to supervise children’s gameplay. Secondly, they found that video games, as a set of media texts, were particularly violent. Lastly, they claimed that interactivity worsened the effects of viewing violence. In light of the changing demographics of the videogames industry, many believe this report to be outdated and irrelevant to today’s situation. Consequently, they also believe that the system that came out of this report, namely that of the current classification system, is also irrelevant and does not take into account the needs of players.
Others in favour of censoring game include pro-censorship advocate Barbara Biggins. She states that 'here are instances where adults' freedoms to see what they want and where they want, have diminished the rights of children to be protected' (Biggins, 1998). Other groups in favour of further censorship of games include: The Lyons Forum, the Christian Democratic Party, Australian Family Association and former Senator Brian Harradine.
An alternative classification system includes the ESRB (Entertainment Software Ratings Board) ratings guide. This system has widespread use throughout North America. Some titles in Australia carry ESRB stickers yet these are of an advisory role as opposed to the restrictive role of [ratings].
Video games: Australian classification of violent games
Office of Film and Literature Classification
Larme, A. (2001)'Games Censorship Collection', Retrieved 5 October 2004, from http://www.geocities.com/anthony_larme/gc/index.html
The Office of Film and Literature (2004) Retrieved 16 October, 2004, from http://www.oflc.gov.au
The State of Censorship in Australia (2003) Retrieved 16 October, 2004 from http://www.libertus.net/censor/
AmandaTaylor 12:26, 27 Oct 2004 (EST)