YMA's Submission to the Office of Film and Literature Classification's
Review of Classification Guidelines for Films and Computer Games
31 October 2001
Contents
1. Summary
2. Introduction
3. Issues raised by this review
4. Detailed comment on discussion
paper
Appendix A - Bibliography
1. Summary
Young Media Australia welcomes the opportunity to participate in
this review of the classification guidelines for films and computer
games, but notes that this is the first such opportunity in 6 years
for films, and 7 years for computer games.
Such a time lapse warrants the provision of sufficient time for
a very thorough review by the public, and should include the conduct
of public hearings after the receipt of submissions and identification
of the chief issues.
YMAs concerns can be summarised as follows:
1. The review seems to place undue reliance, for some of its recommendations,
on the findings of the study Computer games and Australians today.
2. The review has apparently not taken into account recent research
on contextual factors that increase risk of harm to children at
different ages and stages; nor research on the impact of different
forms of media violence. A more thorough exploration of the research
literature is required.
3. The review proposes to combine the classification criteria for
films and computer games
4. The review has signalled a proposal to introduce an R classification
for computer games, thus abandoning the conservative approach adopted
by the Ministers 7 years back.
5. The review places undue reliance on the provision of consumer
advice lines as a means of protection of children
2. Introduction
Young Media Australia (YMA) submits the following comments pertaining
to the Office of Film and Literature Classifications (OFLC) Review
of the Classification for Films and Computer Games.
YMA is a not-for-profit national organisation formed in 1957.
Mission Statement: Young Media Australia (YMA) exists to promote
a quality media environment for Australian children, and to raise
community awareness of the needs of children and young people in
relation to print, electronic and screen based media.
Who we Are: YMA is Australias only national advocacy organisation
representing the interests of children and young people in relation
to print, electronic and screen based media.
What we do: YMA collects and disseminates information, conducts
research, and provides advice, education and training on the impact
of print, electronic and screen based media on children and young
people.
How we do it: YMA represents community concerns about the impact
of print, electronic and screen based media on children and young
people to legislators, regulators and the media.
Website: www.youngmedia.org.au
Phone: 08 8232 1577
Fax: 08 8232 1571
Email: info@youngmedia
YMA bases this submission on consultation with its national membership,
and on its Guidelines on Childrens Media which include support for
the UN Convention on the Rights of the Child, with particular reference
to Article 13, and Article 17. The latter says in part that "State
parties shall ... e) encourage the development of appropriate guidelines
for the protection of the child from information and material injurious
to his or her well being ..."
3. Major issues in regard to this review
3.1 The reliance placed on the study Computer games and Australians
today.
YMA expresses great concern at the apparent reliance placed on
this study, given the objectives of the study, the nature of the
research conducted, and the conclusions drawn from it.
The stated aims of the study
The Executive Summary of the study says that:
"The broad objectives of the research were to:
· Determine the nature and extent of aggressive content in popular
computer/arcade games in Australia today.
· Find out about the aspects of particular games, which make them
popular, and the role of aggressive content within this context.
· Investigate whether aggressive content is perceived as such by
young players and the extent to which the playing the game mitigates
the impact the impact of such aggressive content.
· Examine the usage patterns in the computer/arcade games children
and young people play in terms of age and gender differences.
· Explore the nature and level of concern regarding aggressive
content in the Australian community.
· Establish whether aggressive content in computer/arcade games
is perceived to have more impact than in films and TV."
This study was commissioned to assess community views and to provide
a measure of community standards in regard to computer games and
their potential impact.
The studys objectives did not include conducting a full review
of the research literature in relation to the impact of computer
games on the young, nor the conduct of any original research in
this regard.
The study did undertake a review of the international literature,
which review, in our view, was inadequate in scope and in its findings.
The conclusions drawn from the study
The only conclusion that the study actually supports is whether
the people surveyed perceived computer games as having detrimental
impacts.
However, the studys findings have been relied on as evidence that
computer game play does not cause harm. Indeed, one of the authors
of the report claimed recently that a number of studies had been
conducted and that these were usually conducted by people who believe
that violence in computer games will cause children to behave aggressively.
He continued In fact if we look carefully, we find no effect at
all, or in a few studies and effect in the opposite direction. Children
who have been playing the aggressive games are actually less aggressive.
(Durkin, K on ABC TV 7.30 Report August 2001).
Further, the Executive Summary claims that ...this (report) brings
contemporary understanding of the effects of computer games to that
reached about television content many years ago: they may have some
effects for some people in some circumstances (still to be uncovered)
but they do not have pervasive effects on young people in general.
And again, at p51 of Review documents (Appendix E), the claim is
made that nevertheless a body of work is accumulating which indicates
that early fears of pervasively negative effects are not supported.
Importantly, several well designed studies conducted by proponents
of the theory that computer games would promote aggression in the
young have found no such effects. In contrast, other studies focussed
on cognitive and spatial benefits have yielded positive results.
Other researchers views of the Study
The reports findings are questioned by mainstream researchers.
YMA was sufficiently concerned about the methodology used in the
study, the studys criticisms of overseas researchers methodology
(as part of its limited research literature review), and the claims
made by the study, to make contact with Australian and overseas
researchers with a track record in the area, to gain their assessments.
Their comments are illuminating:
Kirsh S J (see Appendix A- Bibliography) responded (in part)
as follows in regard to the statements made in the Executive Summary:
"Chapter One:
My biggest concern is that factors that could increase the impact
of violent computer games was not assessed. Although mitigating
factors are important to find, it is of paramount importance to
identify risk factors associated with violent computer game play.
I should point out that the goal of identifying 'mitigating' factors
was not met ...no information was presented in the summary report."
"Second, I do not agree with the conclusions drawn based on the
review of the extant literature. First, I am not aware of "well
designed" studies that have found "no effects" of violent computer
game play ... Third, while it may be true that "pervasively negative
effects have not been identified, that does not mean that moderate
effects have not been found. Furthermore the manner in which the
review is written suggests that these negative effects are not
worthy of reporting ...."
"Chapter 3: Observational study of the arcade was interesting.
However, the one time assessment in an arcade doesnt take into
consideration that people play these games for years at a time.
Its like watching a person smoke a cigarette and then saying that
there are not immediate health concerns ... In addition the effects
of play once leaving the arcade were not assessed. It is possible
that violent video game play increased the likelihood of aggression,
which could last several hours. Also, the cumulative effects of
violent video game play was not assessed."
"Chapter 4: Fighting games were preferred more than any other
type of game . Interestingly, the report listed fighting games
second ..."
Jeanne Funk (see Appendix A- Bibliography) responded in
part that
"The main perspective missing from the report is an emphasis
on the developmental level of the player. There are studies that
indicate that young children are immediately and directly affected
by playing violent electronic games. Playing violent computer
games is not cathartic; the activity is much more likely to be
arousing, as well as being an ideal situation for learning ways
to solve conflict ...Playing violent electronic games may have
a negative impact on vulnerable individuals ..."
Lt Col Dave Grossman found himself at odds with the following
statement from the report , viz "... this [report] brings
contemporary understanding of the effects of computer games to that
reached about television content many years ago: ...do not have
pervasive effects on young people in general ..." Grossman responded
that "This statement (re:TV) is patently false and is completely
disputed in the US by the American Medical Association (AMA), the
American Psychological Association (APA), the US Surgeon General,
The National Institute of Mental Health (NIMH), the American Academy
of Pediatrics (AAP) and a recent United Nations (UNESCO) study.
This broad and blatantly false statement displays patent bias and
a clear failure of researchers to communicate the truth about this
vital subject. At this time, all the major research institutions
outlined above believe that the data on media violence must be applied
directly to video game violence. The basic ingredient is violent
visual imagery, and we know that this is harmful to children, whether
in video games or TV or movies. To say otherwise is like saying
that the data on the harmful effects of cigarettes does not apply
to cigars: the basic ingredient is the same in both cases".
The justification provided in the study, for the conclusion that
the potential effects of playing video games is the same as the
effect of the viewing of films is to our minds unproven.
The study does not provide a basis for change
A more useful study should have been commissioned to answer
the questions related to the impact video games have on young minds.
After all, one purpose of the guidelines is to prevent harm to children
and young people. The Durkin and Aisbett study lacks this specific
goal in any of its objectives, and we therefore query its usefulness
as a basis for change in the computer games system .
The present computer games guidelines state that they are to be
applied more strictly than those of the classification of films
and videotape. In establishing those guidelines, Ministers were
concerned that games, because of their 'interactive' nature, may
have had a "greater impact, and therefore greater potential for
harm and detriment, on young minds than film or videotape."
What has changed since this stance in 1995? If anything, video
games have become more violent.
The 1995 legislation says that, "Under this scheme, classification
decisions are to give effect, as far is possible, to the principles
spelled out in the Code that:
(a) adults should be able to read, hear and see what they want;
(b) minors should be protected from material likely to harm or
disturb them;
(c) everyone should be protected from exposure to unsolicited
material that they find offensive; and
(d) the need to take account of community concerns about; -depictions
which condone or incite violence and, in particular, sexual violence;
and the portrayal of persons in a demeaning manner."
The Durkin and Aisbett study goes some way to addressing the principles
in (d) (and the results do show community concerns).
Yet it is only logical and a precursor that (b) needs addressed.
How can any reform of the guidelines or legislation be considered
before the question as to whether violent computer games cause harm
or disturb children is answered.
If the research in the area is, as Durkin claims (see Exec summary),
so sparse, then no move should be made to reform the legislation
until such fundamental research is carried out. The concern expressed
by the Ministers in 1995, that interactive games may have greater
impact, is still valid. This confirms their cautious approach was
right. Research found thus far gives strong indicators of harm resulting
from interactive violent computer games.
YMA is concerned that the OFLCs commissioned study is not seen
as comprehensive or balanced. It is vital that the OFCL be seen
to be keeping an open mind until there is positive evidence of no
harm.
YMA draws the OFLCs attention to the Australian Psychological Society
Position Paper on Media representation and responsibilities (2000)
at 3.2 "Violent video games", viz "newer forms of media, including
those involving video games and the internet, give the child an
increasingly active role. Many of these have violence as a central
theme, and the child needs to perform violent acts to achieve the
end goal of the game ... Since the child is actively encouraged
to identify with the aggressive 'hero' and to rehearse aggressive
acts, and is rewarded for doing so , it seems likely the processes
identified in social learning theory and in models involving 'priming'
and 'scripts' will be even more salient. Research is starting to
document that play with violent video games does result in higher
levels of aggressive behaviour, ... physiological arousal ..., and
aggressive mood".
3.2 The role of research in framing classification criteria
From its extensive program of collection of information and research
over many years, YMA is firmly of the view that there is much research
that could have been usefully applied in this Review and appears
not to have been.
Further, there is recent and compelling evidence of increased risk
to children from frequent exposure to depictions of violence on
screen, such that children will be more likely to choose to use
violence in a conflict situation, be less sensitive to the use of
violence by others, and to develop a 'mean and scary view of the
world'. Recent research gives us very good indicators of the contexts
for and the types of media violence that increase those risks. Application
of those findings would improve the classification guidelines.
Research, and research reviews, which YMA believes should utilised
in this review includes the Australian Psychological Society (2000),
National Television Violence Study (1997, 1998), Cantor Joanne (1999),
Anderson, Craig (2000), Paik H and Comstock G (1994 ), Josephson,
Wendy (1995), Wilson, Barbara (1990). Copies of these studies are
supplied at Appendix B.
In addition, the National Television Violence Study identifies
contextual factors that increase the risk of harmful effects of
media violence. (See Appendix B)
The need for a public hearing or research forum
YMA is of the view that a research forum or a public hearing
should be held before this review is finalised, so that a broader
view of the status and nature of the research in this field is gained
by the OFLC , beyond that presented in "Computer games and Australians
today".
Effects of violent media
Recent studies have shown strong indicators of harm from violent
computer games. (see Anderson, Craig and Bushman, B (2000) This
is not reflected in the proposed guidelines, nor in the Report.
For example, Craig Anderson argued on ABC Radio Nationals Background
Briefing program Media Violence: Pushing the Ratings, broadcast
on July 22nd,
"The effect of media violence on aggression in general is bigger
than the effect of lung cancer; its bigger than the effect of calcium
intake on bone mass; its bigger than the effect of homework on academic
achievement, or the effect of asbestos exposure on lung cancer.
These are all the effects that people generally understand to be
true, real effects that are large enough to be important and large
enough to worry about." See
http://www.abc.net.au/rn/talks/bbing/stories/s333630.htm
Anderson has also explained (email to B Biggins) that "if society
requires experimental evidence that violent video games causes increases
in homicide rates, then there will never be sufficient evidence.
Of course, if these same criteria were used in the cigarette/lung
cancer debate , we still would believe that there is no solid evidence
that smoking causes lung cancer. There never has been an experimental
study in which children were randomly assigned to become smokers
or non smokers, with their lung cancer death rates examined 60 years
later."
Previous Govt recommendations on violence research
The role of research has been reinforced by the Ministerial
Committee set up following the Port Arthur massacre by the Commonwealth
Government in 1996. The Committee reviewed the portrayal of violence
in the media. The Committee decided to put in place measures to
ensure that the wide range of issues raised in public submissions
could be further pursued, and that there be a means for the on-going
monitoring of public concerns. The Government accepted the Committees
recommendations which included the following:
· specific research should be commissioned to identify and investigate
ways of assisting groups most at risk from the portrayal of violence.
Public education campaigns by industry and in schools should also
be continued. (The OFLC study did not canvass this)
· An Industry Code of Practice for Video and Interactive Software
Retailers should be introduced;
· "The Committee did not make a specific recommendation about computer
or video games as the issue had received little detailed public
attention in the public submissions and because the classification
guidelines for computer and video games are already more restrictive
than those for film and video (eg no R material is allowed)"
3.3 A unified classification system is not desirable
YMA is strongly supportive of the use of a common set of classification
symbols across all media, but does not support the view that it
is desirable to combine the classification criteria for all media,
and in particular, not for films and computer games.
YMA believes that the research literature, as well as common sense,
shows that the nature of the experiences are vastly different. The
interactive element of video games makes the game playing experience
different and raises special concerns. There should therefore be
a separate and different set of criteria for classifying interactive
media.
(See for eg Grodal (2000) Appendix A).
Anderson (personal email to B Biggins) argues that "an evaluation
system for video games must take into account the active control
possibilities that are unique to video games. For example if
a sports video allows the game player to harm characters by running
them into walls or dropping them on their heads, that has to receive
a more restrictive rating than a sports video game that doesnt have
such instances."
YMA acknowledges that new media forms are combining both interactive
and non interactive elements. YMA recommends that if a product has
both interactive and non interactive elements then the product should
be classified by applying the criteria relevant to each form and
the highest classification applicable is retained.
3.4 The protection of children
YMA is strongly of the view that the classification systems for
films and computer games could be strengthened considerably, and
be made much more helpful for parents, if they were to incorporate
an approach more directly related to childrens ages and stages of
development.
At present, the system revolves around the age of 15 years, and
the use of G and PG symbols. There are some, but not many, films
which can safely be said to be OK for all children under the age
of 15 years. Further, the symbol PG (and often separated from any
consumer advice lines) is not very helpful to parents, who do not
know what they have to guide about, and in relation to which age
groups of children.
Further, there has, in the past, (and indeed it is evident in the
Review papers) been some reliance placed on the use of the consumer
advice line "Some scenes may disturb very young children", to warn
parents that a film may not be suitable for under 8 year olds. While
useful in some limited situations, this does not provide adequate
protection. See section 3.6 below for more detail on this issue.
YMA believes that an age based system which indicated broadly which
age groups of children would be likely to cope with the film without
harm or disturbance, would be much more understandable to parents.
The research literature provides a sound basis for such an approach.
(See for eg, Cantor, Joanne 1999, and Josephson W 1995, in Appendix
B, Australian Psychological Society)
Cantor argues (personal email to B Biggins) that children under
age 8 are especially vulnerable, for the following reasons:
1) difficulty with fantasy-reality distinction. What they see is
real to them
2) They are extremely responsive to visual images, especially those
that are graphic, grotesque and gory. Even those shown only for
a few seconds
3) they have relatively real world sophistication with which they
might put what they see in perspective
4) they have great difficulty using information provided to them
to cast what they are seeing in a different light (ie less threatening
or something that shouldnt be copied)
It is worth noting that the newly established Netherlands system
is based around four different age groups of children . We quote
from the explanatory document:
The NICAM system divides children into four age groups. Children
up to 7 years old, between 7 and 12, between 12 and 16 and over
the age of 16. These age groups are identified in child psychology
as important phases in the development of the child. A number of
factors play a role in this. In the first place, there is the distinction
between fantasy and reality. In general this distinction is not
so obvious for children under seven years of age. For children of
up to seven, monsters and ghosts can be a part of reality. The way
in which specific events are connected is the next important factor.
The older children are, the more capable they become of making connections
between events which do not follow each other directly. Thirdly,
the amount of knowledge children have of the world is important.
That knowledge determines the extent to which children can decide
whether certain images are realistic or not. Finally, there is the
interest in interpersonal relations. The older children are, the
more interested they become in information about how people interact
in different kinds of situations. In some cases, sex for instance,
this information is available mainly through the media. In this
area, the influence of the media on young peoples ideas is relatively
great. The crucial question is to what extent images are credible
or realistic. The influence of images which are perceived as unbelievable
or even ridiculous is much less damaging. (NICAM a new classification
institute in the Netherlands" www.nicam.nl)
YMA strongly recommends:
· That the G classification (suitable for all under 15 years) be
retained.
· The introduction of a G8 classification to indicate that the
material is suitable for a child 8 years and over.
· The introduction of a G13 for material which can adequately be
handled by those 13 years and over.
· Consequent on the acceptance of these 2 new classifications,
YMA recommends the removal of the PG and M classifications.
· The MA 15+ and R 18+ categories should be retained with legal
force.
3.5 The proposal for the introduction of R rated computer games
The draft guidelines propose that an R classification be introduced
for computer games. This constitutes a considerably more liberal
approach than that adopted in 1995, and one which promotes the freedom
of adults to see and play what they want.
YMA has two major concerns about this proposal.
The problem of enforcement.
If an R rating is introduced then there is the risk that children
will gain access to a more extreme category of material. It is evident
that the state- based enforcement legislation has not been effective
in keeping R rated home videos out of the hands of children.
The Act requires both that adults be free to see, hear and read,
and that children be protected from harm. This balance can be seen
to be achieved in relation to R rated cinema films, where there
are many obstacles to children gaining entry.
However, there are few if any, practical constraints on childrens
access to home videos. YMA is of the view that the R classification
for computer games will compound this existing problem (in relation
to home videos) for parents, in being able to protect their children
from exposure to material that the law says is harmful for them.
Although a video game may not be intended for a minor the video
game entertainment industry has always been the domain of the young.
R rated computer games may not be targeted to youths, but, by their
very nature they will be of interest to youths and exist within
a youth dominated market. It is similar to imagining a playground
for children that has within it a sectioned off area for mature
adults. This area is likely to be visible and accessible even though
it is off limits. It is obviously not an ideal arrangement.
The dilemma is how to limit childrens access to material that exists
within an entertainment area that they dominate. YMA is of the view
that if the computer games classification were expanded to include
R, the Australian community would be flirting with real dangers
especially since the enforcement measures and monitoring of the
adherence to the classification rules and regulations is weak.
If an R classification were to be introduced for video games then
an obligation rests with the OFLC to ensure that the enforcement
rules and regulations are able to be met. These reforms can not
be introduced without respect to the realities of the enforcement
system. State police forces presently appear not to police state-based
enforcement legislation.
YMA therefore seeks the provision of a statement of the safeguards
that will be put in place if this proposal were to be adopted, and
independent review of their efficacy.
Increased risk from computer games
The arguments in favour to allow R rated computer games seems to
be premised on the view that computer games are not harmful, and
that interactivity does not increase the harm.
YMA has to some extent tackled this view in 3.2 and 3.3 above,
but reiterates its view that the proponents of the view that there
is no proof of harm from computer games relying on a very limited,
and somewhat uninformed, view of the research literature.
3.6 Consumer Advice Lines
Consumer advice lines provide useful content-based information
about the films, videos and computer games.
However, the usefulness of consumer advice lines is limited by
the fact that their use is not always required, and further, even
when required, this does not happen.
Consumer advice lines are required to be printed on the covers
of home videos and on covers of computer games. (Determination by
Desmond Clark, 2000)
However, in relation to cinema films, the consumer advice lines
are required to be printed in newspaper advertisements, only when
the area of the advertisement is over 150sq cms.
Many such advertisements are under this in size, and as a consequence,
valuable information in regard to why a film is PG, or for eg, advice
in regard to a G film that some scenes may disturb very young children,
is lost. This is why YMA believes that the classification symbol
must incorporate all the essential advice needed for parents to
make an informed choice. ie, a G8 classification symbol would contain
that essential advice.
The requirements are not observed
Further, many press advertisements which are over 150 sq cms
in size do not carry the consumer advice lines, or use a font too
small to be clear and legible. In other words the OFLCs requirements
here are clearly being ignored. YMA presented evidence of this widespread
disregard for the law to last years OFLC Inquiry into the advertising
of cinema films. YMA has also complained to the federal Attorney
Generals Office and to the OFLCs Community Liaison Officers and
to the Motion Picture Distributors Association and still
the practice continues. YMA has a continuing file of breaches.
It is evident that there are insufficient enforcement measures,
infringement penalties and general regulation to ensure that the
guidelines are complied with.
YMA is therefore unable to support any proposal for the protection
of children that relies on the use of consumer advice lines (such
as utilising a consumer advice line in preference to introducing
a G8 classification).
Consumer advice lines need improvement
YMA contends that there is a further problem with the present
use of consumer advice lines. This concerns the use of lines such
as, "medium level violence", "high level violence", etc. At present
these "levels" are relative to the classification given to the item.
In other words, medium level violence in an R film is higher than
"medium level violence" in an M film.
As such they are confusing to the public, who understand them to
be relative to some overall scale of violence.
YMA recommends that the use of such levels be discontinued, and
be replaced by more useful descriptions such as strong violence.
4. Issues for comment
Issue 1: Should there be a uniform national approach, including
a single set of classification standards, for the classification
of entertainment media?
We believe that there should be a uniform national approach for
the classification of entertainment media, ie there should be one
set of classification symbols for all media. This assists in community
understanding of the symbols.
However, we do not support the use of the same set of classification
guidelines and standards to determine the classification, across
all media.
We do support the use of the same classification guidelines for
determining the classification of all forms of film, however delivered,
(including television).
We take the view that computer games (and other forms of interactive
media) should be classified using a different set of guidelines
and standards, as the experience involved in these is significantly
different. See 3.3 above.
Related questions include:
1.1: Should interactive products, such as DVDs, computer games
and online content, be classified in the same way as cinema films
and videotapes?
Our view is that they should not. See 3.3 above.
In regard to the arguments on page 10 of the discussion paper,
we disagree with (a),, and (c), noting in regard to (c), re the
size of the screen, that this argument has not previously been advanced
or accepted in relation to films and home videos.
YMA strongly supports arguments (d), (e) and (f) at page 10.
1.2: Should the current system for classifying computer games
be retained?
Our view is that the more restrictive approach to classifying computer
games is justified (see 3.5 above), but that there may be merit
in adjusting some of the present criteria used in some classification
categories.
See page 11 of the discussion paper, we agree with argument (a).
Argument (d) has some truth as we have not yet managed to keep MA
and R rated home videos out of the hands of children.
YMA strongly disagrees with arguments (f) and (g), (see 3.1 and
3.2 above).
Issue2: Should there be a single, consistent set of classification
symbols and categories?
See 3.3 above for our argument here supporting the use of the same
set of symbols denoting classification, across all media, but not
supporting the use of the same criteria to assign the classifications,
across media formats.
We note here that the review is proposing a single set of classification
symbols and criteria , and that provision has been made for a future
R classification for computer games by drafting the R classification
standards in a way that would accommodate games. (Though the comments
at last para p11 and 3rd para p13 are in apparent conflict).
A further inconsistency occurs where the draft makes the category
of G8 only available for computer games and PG only applicable to
films and videos.
We suggest that the classification review needs to rethink its
approach to effectively signalling problematic content for under
8 year olds, and under 12/13 years, as per our section 3.4 above.
In this section the Review questions include:
2.1: Should there be an age based approach to naming classification
categories, similar to the G8+ category for computer games?
Yes. See our section 3.4. In regard to Page 12 of the discussion
paper, we agree with argument (a), but recommend the introduction
of G 13, and the removal of PG and M.
We strongly disagree with the argument (f) which places reliance
on the use of consumer advice lines to protect the young. YMAs extensive
experience has been that consumer advice is often not included in
press advertisements. See 3.6 above.
2.2: Should there be a special childrens category C with specific
classification criteria?
At first sight this might be appealing, but would still leave the
problem of what age of child is C directed at? C on TV has a special
meaning (quality product directed at 6-12year olds, and meeting
particular requirements in regard to technical and artistic production)
The usefulness to parents of the C classification is questionable
given this classification will only apply to programs that are considered
to be of superior production quality...and not necessarily suitable
for very young children. It is therefore doubtful that adding a
C classification will assist parents in any significant way. It
would be more helpful to parents if the age appropriateness and
content was stated on the label and given a G8 classification. See
3.4 above.
YMA does not support this proposal. See page 12 of the discussion
paper, we disagree with (a) in its reliance on a C category, and
agree with argument (d).
2.3: Should there be an R classification for computer games?
There has been a strong industry push for an R classification for
computer games (and even for an X by that industry). This push promotes
adults freedom to see, hear etc, but seems not to recognise the
practical difficulties in enforcement, such that children are protected.
A search of the OFLCs web page under Classification database using
a search on computer games and RC category since 1990 produces a
list of those computer games which have been classified RC (Refused)
in that time. Many of these titles may become available in an R
category.
YMA is not convinced that effective protection mechanisms exist
to keep R rated games out of the hands of children. See our section
3.5 above.
In regard to page 13 of the discussion paper, we disagree with
(a) and (d) , (see our section 3.3 above), and support argument
(e).
Issue 3: The draft combined guidelines contain new classification
concepts, definitions and explanations relevant to convergent media.
Are these new concepts, definitions and explanations going to improve
the current relevance of the guidelines and provide assistance in
understanding and applying the classification system?
YMA does not support the combination of the guidelines (see our
section 3.3 above), and therefore is unable to support many of the
proposed changes.
However, our view here is that while some of the new concepts are
good, there are aspects that are lacking, especially in relation
to:
· the context of violence . See National Television Violence
Study extract supplied at Appendix B. The present criteria take
into account factors such as frequency, impact, detail, but not
factors such as who did the violence, whether it was rewarded, whether
there were few real life consequences. Such contexts are shown to
increase the risks that violence will be imitated, be used a preferred
means to solve conflict, or desensitise, etc.
· the concept of interactivity, first person shooter, the
issue of rewards for being best at the violence
· YMA has considerable concerns around the issue of stylised
vs realistic violence. The criteria frequently state that in
stylised treatments, depictions of violence may contain more detail
and be more frequent if this does not increase the impact. YMA holds
the view that violence in horror or action genre movies should not
be seen as having less impact than violence in realistic movies.
Even adults are susceptible to the techniques used in horror movies.
Children may also understand the horror genre, but that doesnt mean
that they are not left with residual effects. YMA's research Kids
and the Scary World of Video clearly demonstrates this. (See Appendix
A Bibliography).
Issue 4: Are the standards in the draft combined guidelines
clear, appropriate and adequate?
See Issue 3 above. In addition there is the issue of portrayals
of violence that tend to socialise children into the acceptance
of the use of violence as a way to solve conflict. This concept
is not presently caught in the guidelines.
In regard to particular classifications, YMA comments briefly as
follows:
G YMA does not support the view that some elements in G may be
very challenging to very young children.
Stylised violence or unrealistic characters should not be treated
differently in G, from real characters or realistic violence.
(See Cantor et al Appendix B)
G8 The distinctions between stylised and realistic violence are
not supported.
Drug use should not be permitted
There should not be elements that require parental guidance in
the G8 category.
PG Stylised violence should not be treated differently from real
violence in this category.
Imitability should not be permitted in this category (consumer advice
lines not useful)
M As for previous comments re real vs stylised violence
The contextual elements that increase impact (as per NTVS Study) are
not used here.
Issue 5: Are there other issues related to the effective operation
of the guidelines which should be considered in the review?
YMA has dealt with these in our section 3 above.
Conclusion
YMA would welcome the opportunity to discuss these issues further
with the OFLC, especially in a public hearing.
YMA urges the OFLC to conduct or support the conduct of an extensive
parent and industry education campaign to ensure that the new systems
of classification are fully understood, implemented, and used.
Barbara Biggins OAM
President
Young Media Australia
October 2001

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