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12.04.2015
Youth Studies Australia and is reprinted with the permission of the Australian Clearinghouse for Youth Studies.
The decision by the Classification Review Board was made on the basis that the game promotes crime and that this is something that must be refused classification.
The process of seeking a review of OFLC classification decisions, needs reviewing,a€? said Mr Hanlon. The game was originally classified MA15+ but following a request for review by the Local Government Association of Queensland, the Classification Review Board determined that the game should be refused classification. There needs to be a more timely process of review where those objecting to a classification decision are required to have detailed knowledge of the contents of the game or film. Usually those who object to a game or film have never played or watched it and this was the case with this game. Sydney, Australia a€“ 31 January 2006 a€“ A research report released today showed women and older Australians are the fastest growing audiences for computer and video games.
Interactive Australia 2007, launched today by the Interactive Entertainment Association of Australia (IEAA) in conjunction with Bond Universitya€™s Centre for New Media Research, is a national study of 1,606 households and who plays games in Australia.
It revealed more than 79 per cent of Australian households have a device for playing computer and video gamesa€“ a three per cent increase from late 20051. The average age of Australian gamers is now 28 years (up from 24 years) and the research predicts that by 2014 the average age of gamers will be the same as non-gamers at 42 years. Interactive games are attracting new players a€“ 41 per cent of gamers are female (up from 38 per cent) and eight per cent are seniors (over 60 years old). Parents and children increasingly play together - 35 per cent of gamers are parents and 77 per cent of parents play computer games with their children. Online gaming is increasingly popular and ranks 10th among activities Australiana€™s often use the internet for a€“ ahead of music downloads and online shopping. The research reported that parents see the positive aspects of game play as more than valued family entertainment. The research revealed gaming competes with other media such as TV, film and music rather than non-media and outdoor leisure activities. Sony and Microsoft filed proceedings against Mr Gu and obtained orders freezing Mr Gua€™s assets from the Federal Court of Australia after investigations found him selling hundreds of illegal pirated games across major consoles.
The success comes on the back of a nationwide crackdown on piracy by the computer game industry following changes to Australiaa€™s Copyright Act.
Mr Hanlon continued, a€?IEAA is committed to taking whatever steps are needed to protect its members copyright. IEAA encourages consumers to purchase games and consoles from legitimate sources, and not to take any legal risks by purchasing or downloading illegal pirated games.
Sydney, Australia a€“ 13 December, 2007 a€“ Consumers are being urged to look carefully when buying computer and video games this Christmas season to avoid purchasing pirated product.A  According to the Interactive Entertainment Association of Australia (IEAA), computer and video game piracy increases dramatically during the Christmas period and consumers need to take precautions to ensure that they do not support games piracy by purchasing illegal games. A According to Ron Curry, CEO of the IEAA, anti-piracy teams are in full force around busy shopping periods but ita€™s important for consumers to do their bit. A a€?Games piracy is an illegal activity and consumers need to be informed about how to avoid purchasing pirated products. A In addition to supporting illegal activity, shoppers may also be vulnerable to standard consumer protections such as warranty and games classification. IEAA members develop and market computer and video game software, hardware and accessories in Australia. In the role of CEO, Curry will focus on tackling issues which include the harmonisation of the R18+ classification scheme and intellectual property protection and games piracy, which costs the industry $100 million in lost sales a year.
Sydney, Australia a€“ 22 January 2008 a€“ The Interactive Entertainment Association of Australia (IEAA) has announced that Australiaa€™s gaming industry sales figures skyrocketed to 1.3 billion dollars in 2007. Statistics compiled by an independent market research group GfK Australia, indicate Australians purchased 15.4 million games last year.
According to Ron Curry, CEO of the IEAA, the 43.6 per cent increase in sales from 2006 to 2007 is a record achievement compared to the 7 per cent increase from 2005 to 2006. Ron Curry CEO of the IEAA says, a€?We believe this public consultation will ensure that the Classification Act better reflects contemporary community standards and attitudes. The IEAA believes that the introduction of an R18+ classification for computer and video games will harmonise the national scheme, mirroring the classifications for films and magazines. Coming to the project with no agenda except to conduct sound, responsible research, their findings conform neither to the views of the alarmists nor of the video game industry.
MELBOURNE, June 12, 2008 - The Games Development Association of Australia (GDAA) and the Interactive Entertainment Association of Australia (IEAA) have today announced an alliance to urge the Australian Government to offer tax incentives for the local interactive entertainment industry. According to Tom Crago, President of the GDAA, the local games development community produce world-class games and have worked hard to create a community of innovation and excellence and deserved the support of the Australian government. A The Australian games development community employs over 1400 people and in 2007 generated a total income of $136.9 million.
According to Crago, tax incentives have been deployed in Canada, France and elsewhere in the world, and have been shown to assist local industry to develop its potential.A  a€?There are over 300 companies in the video game industry in Canada employing over 8000 people. A a€?Australian game developers cannot be expected to be internationally competitive when global market conditions are a€?not levela€™. Ron Curry, CEO of the IEAA says that the popularity of video games rivals, and in many cases surpasses, releases of popular books and film.


The other industry issues the GDAA and the IEAA will work closely on include the need for an R18+ classification for video games and strategic reforms to address the problem of games piracy. By listening to children and young people and putting them at the heart of this Review - and by replacing emotion with evidence a€“ Dr Tanya Byron hopes to provided some very necessary focus to what is a very necessary debate. In fact the biographies of the graffiti artists are not interactive and hence they can not instruct in matters of crimea€?.
The IEAA also believes it is more constructive to work with the Attorney Generala€™s Department to improve the classification processa€?.
It cost the distributor Atari Australia hundreds of thousands of dollars to withdraw stock and refund advance purchases. Significantly the research revealed the changing face of computer and video gaming with more women, families and older people choosing interactive games for entertainment and education. The research confirms that gaming is increasingly popular across all ages.a€? said Chris Hanlon, IEAA CEO. Two third of gamers report that others in their household play games, 56 per cent play with others in the same room, and only 19 per cent prefer to play alone.
Households with an internet connection were more likely to play computer games (84 per cent vs 54 per cent across all households). Parents reported computer games teach children about technology (73 per cent), maths (68 per cent) and to plan ahead (64 per cent). They value the skills kids learn through interactive games, and can see the benefits both socially and educationally,a€? said Hanlon.
It also found more than half of Australians find computer games more social than other forms of media entertainment and the majority (61 per cent) only play for up to an hour at one time. We found players see interactivity as a key attraction to gaming as an entertainment choice,a€? said Hanlon. Studies purporting to show such a connection appear on a regular basis, often alternating with other studies that suggest that the connection is illusory.
The Federal Court has also ordered Mr Gu to refrain from reproducing or dealing with infringing games in the future.
Illegal games can be difficult to spot, so we have published a list of tips to help people make the right choices,a€? said Curry. Pirated games often do not carry appropriate classifications making it difficult for parents and other consumers to make informed choices about the right products to purchase. Check the trademark symbol or hologram: When buying second hand games, check the box, disc and manual for clearly printed trademark symbols or certificates of authenticity.
Spelling and grammar: Check packaging for misspellings and grammatical inaccuracies - pirated games often contain such errors. Multiple games on one disc: Several games on a single disc with no genuine box cover are likely to be pirated games.
The IEAA is administered by a Board of Directors comprising of senior executives from entertainment companies including Activision, Atari, Electronic Arts, Microsoft, Mindscape, Nintendo, QV Software, Sega, Sony Computer Entertainment, Take Two Interactive, THQ, Ubisoft and Vivendi.
These figures meet end of year financial predictions set in mid-2007 and confirm a new sales record for Australiaa€™s gaming industry.
As the popularity of games and consoles tend to rise in the months leading up to the festive season, more than one third of all games a€“ almost 6 million a€“ were sold in the final quarter.
Curry adds the dramatic boost is largely driven by the release of popular gaming consoles and the rising median age of Australian gamers.
Sales figures also indicate a resurging popularity in handheld consoles with 2.3 million units of software for the Nintendo DS system purchased last year compared to the 840,000 purchased in 2006,a€? says Curry.
In Grand Theft Childhood, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parentsa€™ concerns.
The growth of the Canadian industry has been in no small part thanks to Government support,a€? he said. With Getting Up: Contents Under Pressure the game was due for world wide release in February yet the complaint process started months before.
It also showed Australian parents highly value computer and video games as educational, as well as fun.
Stock needs to be withdrawn, advertising changed and retailers have to deal with an angry publica€?. THESE VERY SAME ENFORCEMENT AGENCIES, WHO HAVE SWORN TO PROTECT AND SERVE, OUR COUNTRY, AND CITIZENS ,ARE BUT SOME, OF THE CORRUPT,GREEDY TRAITORS .ENGAGED IN THE TYRANNY AND TORTURE. The school district has moved to a biometric identification program, saying students will no longer have to use an ID card to buy lunch.A  BIOMETRICS TO TRACK YOUR KIDS!!!!!i»?i»?A TARGETED INDIVIDUALS, THE GREEDY CRIMINALS ARE NOW CONDONING THEIR TECH! Paul Weindling, history of medicine professor at Oxford Brookes University, describes his search for the lost victims of Nazi experiments.
The chairman of the board at ESL a€” then proprietor of the desert wasteland in Nevada known as a€?Area 51a€? a€” was William Perry, who would be appointed secretary of defense several years later. EUCACH.ORG PanelIn a 2-hour wide-ranging Panel with Alfred Lambremont Webre on the Transhumanist Agenda, Magnus Olsson, Dr.
Henning Witte, and Melanie Vritschan, three experts from the European Coalition Against Covert Harassment, revealed recent technological advances in human robotization and nano implant technologies, and an acceleration of what Melanie Vritschan characterized as a a€?global enslavement programa€?.Shift from electromagnetic to scalar wavesThese technologies have now shifted from electromagnetic wave to scalar waves and use super quantum computers in the quantum cloud to control a€?pipesa€? a reference to the brains of humans that have been taken over via DNA, via implants that can be breathed can breach the blood-brain barrier and then controlled via scalar waved on a super-grid.
Eventually, such 'subvocal speech' systems could be used in spacesuits, in noisy places like airport towers to capture air-traffic controller commands, or even in traditional voice-recognition programs to increase accuracy, according to NASA scientists."What is analyzed is silent, or sub auditory, speech, such as when a person silently reads or talks to himself," said Chuck Jorgensen, a scientist whose team is developing silent, subvocal speech recognition at NASA Ames Research Center in California's Silicon Valley.


We numbered the columns and rows, and we could identify each letter with a pair of single-digit numbers," Jorgensen said. People in noisy conditions could use the system when privacy is needed, such as during telephone conversations on buses or trains, according to scientists."An expanded muscle-control system could help injured astronauts control machines. If an astronaut is suffering from muscle weakness due to a long stint in microgravity, the astronaut could send signals to software that would assist with landings on Mars or the Earth, for example," Jorgensen explained. These are processed to remove noise, and then we process them to see useful parts of the signals to show one word from another," Jorgensen said.After the signals are amplified, computer software 'reads' the signals to recognize each word and sound. Our Research and Development Division has been in contact with the Federal Bureau of Prisons, the California Department of Corrections, the Texas Department of Public Safety, and the Massachusetts Department of Correction to run limited trials of the 2020 neural chip implant. We have established representatives of our interests in both management and institutional level positions within these departments. Federal regulations do not yet permit testing of implants on prisoners, but we have entered nto contractual agreements with privatized health care professionals and specified correctional personnel to do limited testing of our products. We need, however, to expand our testing to research how effective the 2020 neural chip implant performs in those identified as the most aggressive in our society.
In California, several prisoners were identified as members of the security threat group, EME, or Mexican Mafia.
They were brought to the health services unit at Pelican Bay and tranquilized with advanced sedatives developed by our Cambridge,Massachussetts laboratories. The results of implants on 8 prisoners yielded the following results: a€?Implants served as surveillance monitoring device for threat group activity. However, during that period substantial data was gathered by our research and development team which suggests that the implants exceed expected results. One of the major concerns of Security and the R & D team was that the test subject would discover the chemial imbalance during the initial adjustment period and the test would have to be scurbbed. However, due to advanced technological developments in the sedatives administered, the 48 hour adjustment period can be attributed t prescription medication given to the test subjects after the implant procedure. One of the concerns raised by R & D was the cause of the bleeding and how to eliminate that problem. Unexplained bleeding might cause the subject to inquire further about his "routine" visit to the infirmary or health care facility.
Security officials now know several strategies employed by the EME that facilitate the transmission of illegal drugs and weapons into their correctional facilities.
One intelligence officier remarked that while they cannot use the informaiton that have in a court of law that they now know who to watch and what outside "connections" they have.
The prison at Soledad is now considering transferring three subjects to Vacaville wher we have ongoing implant reserach.
Our technicians have promised that they can do three 2020 neural chip implants in less than an hour.
Soledad officials hope to collect information from the trio to bring a 14 month investigation into drug trafficking by correctional officers to a close. Essentially, the implants make the unsuspecting prisoner a walking-talking recorder of every event he comes into contact with. There are only five intelligence officers and the Commisoner of Corrections who actually know the full scope of the implant testing. In Massachusetts, the Department of Corrections has already entered into high level discussion about releasing certain offenders to the community with the 2020 neural chip implants. Our people are not altogether against the idea, however, attorneys for Intelli-Connection have advised against implant technology outside strick control settings. While we have a strong lobby in the Congress and various state legislatures favoring our product, we must proceed with the utmost caution on uncontrolled use of the 2020 neural chip. If the chip were discovered in use not authorized by law and the procedure traced to us we could not endure for long the resulting publicity and liability payments. Massachusetts officials have developed an intelligence branch from their Fugitive Task Force Squad that would do limited test runs under tight controls with the pre-release subjects. Correctons officials have dubbed these poetnetial test subjects "the insurance group." (the name derives from the concept that the 2020 implant insures compliance with the law and allows officials to detect misconduct or violations without question) A retired police detective from Charlestown, Massachusetts, now with the intelligence unit has asked us to consider using the 2020 neural chip on hard core felons suspected of bank and armored car robbery. He stated, "Charlestown would never be the same, we'd finally know what was happening before they knew what was happening." We will continue to explore community uses of the 2020 chip, but our company rep will be attached to all law enforcement operations with an extraction crrew that can be on-site in 2 hours from anywhere at anytime.
We have an Intelli-Connection discussion group who is meeting with the Director of Security at Florence, Colorado's federal super maximum security unit.
The initial discussions with the Director have been promising and we hope to have an R & D unit at this important facilitly within the next six months. Napolitano insisted that the department was not planning on engaging in any form of ideological profiling. I will tell him face-to-face that we honor veterans at DHS and employ thousands across the department, up to and including the Deputy Secretary," Ms.
Steve Buyer of Indiana, the ranking Republican on the House Committee on Veterans' Affairs, called it "inconceivable" that the Obama administration would categorize veterans as a potential threat.



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