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ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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.
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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/
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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).
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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
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.
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.
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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.
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.
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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.
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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.
ACMI Screen Education Parents, Kids and Videogames - Whats the Score? 2007
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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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.
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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EXAMPLE:
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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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.
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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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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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POKEMON
Strategy / Tactics / Reading / Social
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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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.
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
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.
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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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
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Nintendogs, NINTENDO
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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.
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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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!
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VIVA PINATA
XBOX 360 (2006) Classification: G
Viva Pinata
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
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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.
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
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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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.
PICROSS DS
Nintendo DS (2007) Classification: G
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THE MOVIES
PC (2005) Classification: M Consumer Advice: Moderate violence, sexual references
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
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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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