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. There's been a lot of talk about used games recently, mostly due to the fact that Microsoft officially complicated the process of used games sales. Speaking to Polygon, Nintendo's US big wig Reggie Fils-Aime said that while supporting used games is critical, so is creating good games to prevent them from having to be resold in the first place.
Fils-Aime notes that as long as developers make great games that have a strong lasting appeal, then there's no need for a gamer to want to get rid of a game and resell it to a friend or trade it in at a used game store. Of course, this would only be ideal in the perfect world, and in the real world, there are sadly some not-so-great games out there that make their way through multiple gamers' hands, being handed down multiple times, which is why used games exist, according to Fils-Aime, but in the end, console makers have decided that it's up to the publishers on whether they'll allow used game sales on their own titles.
As far as what Nintendo publishers think on having their games resold, Fils-Aime says that "every major publisher" noted that they "don't mind" it.
Of course, this kind of model has been available on the PC for quite some time through Valve's Steam digital gaming service, but digital downloads haven't quite hit the popularity that Steam is at, even though Steam doesn't allow users to resell the digital games that they buy.
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.


This was the first time in gaming console history that used games received an ever-so-slight denial in the gaming industry. Overall, it doesn't seem Nintendo's too worried about used games, and it's a bit of a trivial issue for the company at this point.
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.
However, Nintendo doesn't really see what the problem is, as long as developers are making good games. More publishers are embracing digital downloads and console makers don't seem to mind, since digital content can't be resold or traded in.
Stock needs to be withdrawn, advertising changed and retailers have to deal with an angry publica€?. Maybe you imagined what it would be like to close your eyes, fall asleep, and wake up in the Presence of the Lord, never to awake again in this world. Have you ever had a moment when such thoughts seemed so wonderful that you wished the Lord would immediately call you home to Heaven?A Judging from Paula€™s letter to the Philippians, we can see that his heart was being heavily tugged toward Heaven while he was a prisoner in Rome.
Please take me home!a€?A When Paul wrote to the Philippians, he made it very clear that the temptation to leave life and to join the Lord was before him. This is a force that pulls a person first one way and then another, as if his arms are being pulled in two differentA directions by opponents in a fierce tug-of-war contest. However, the Greek word indicates that theA person in the middle is the one who has the deciding vote as to who will win this tug-of-war.A Paul felt two different forces pulling at his heart.
The word epi means for or over, and thumosA is the Greek word for aA strong passion or urge. But when the word thumosA is compounded together with the word epi, forming the word epithumia, it depicts a person who is excited about something. Instead of thinking of the cessation of life, he looked upon death as nothing more than aA departure that signaled the beginning of the next part of his journey in eternity.
When he thought of death, to him it meant being set free from the human limitations and physical restrictions that had been imposed on him in this earthly life.
Once liberated from this realm, he knew he would really be able to set sail in the Spirit and soar to spiritual heights he had never before attained. It was an exciting beginning, the next leg of his journey a€” a phase of his walk with God that he was excited and enthusiastic to experience!A But wait a€” therea€™s more to this word analusai (a€?to departa€?) that is very important to this text. The wordA analusai was also a military word, used when a decision was made that it was time for an army to break camp, pack up their tents, pick up their gear, gather up all their other belongings, and moveA onward to conquer new territory. This gives us another view of the way Paul viewed the prospect of death.A As a soldier who had fought many battles on earth, Paul was ready to break camp and to move upward into new spiritual territory.
He had fought long and hard, and the expectation of moving onward to heavenly territory was a thought that captured his heart, his mind, and his imagination. Paula€™s a€?desire to departa€? and to be with Christ was so strong that he felt as if he were in a a€?strait betwixt two.a€? He was pulled on one side to depart from this earthly realm and to be with Christ.
But he was also pulled from the other side to abide in the flesh a little longer.A You see, Paul knew that part of his ministry remained unfinished. So although he was a€?pulleda€? to set sail, to break camp, and to move onward to be with the Lord, he could not allow himself to do that yet, because he knew there was still work for him to do for the Kingdom.
It is the image of a racer who is pressing forward so hard and is so stretched out that his entire body is arching forward as his arms reach ahead to grasp the goal before him.A The word a€?marka€? is the Greek wordA skopos, which describes the finish line for a runner. At that time in his life, he was on his last runA around the track before the race concluded. When it was finally time for him to depart to be with Christ,A there would be a reward waiting for him. There is a day coming in your life when you will break camp from this earthly realm and move onward to heavenly territory.
I dona€™t want to quit,A give up, or die until I can say Ia€™ve finished everything You have ever assigned for me to do.A Forgive me for allowing thoughts of death to dominate me.
God has givenA me a huge assignment for my life, and Ia€™m only getting started in fulfilling what He hasA asked me to do.
Is it true that youa€™ve had moments when you wished you could pack it up and move on to Heaven?
Once you were refreshed and feeling better again, werena€™t you glad that youA didna€™tA go to Heaven? Dona€™t you still have a great deal to accomplish for the Lord before you break camp, pack up your bags, and move onward to be with Christ?A 3.



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