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Tuesday, 15 February 2011

Main Issues - Video Games

  • Classified under the same Guidelines and using same categories as 'linear' works such as film or DVD.
  • Limited research has been done into whether 'interactivity' has any significant effect on potential for harm.
  • Ability of a game to make a young player complicit in behaviour involving sex, drugs or realistic violence may be as important as the level of detail shown especially where such behaviour forms a major component of the game and where the level of interactivity is high.
  • The frequency is often difficult to quantify as it depends on how the player chooses to play the game ad how many times a level is attempted before completion.
  • If frequency is a defining issue (strong language), BBFC bases judgement on assessment of frequency with which a player is likely to encounter the issue during normal gameplay.
  • Given lack of research in relation to harm and given rapid developments in sophistication of video games, BBFC may take more cautious approach when video games are borderline between two categories or contains material which raises issues of acceptability at adult categories.

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