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Understanding the Digital Game Classification System: A Review of the Current Classification System and Its Implications for Use within Games for Health

  • Hannah Ramsden Marston
  • Stuart T. Smith
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7946)

Abstract

This paper discusses and identifies the current video game classification systems employed throughout North and South America, Europe, Eurasia, Far East and Australasia. Ten main systems are employed, and although there are similarities, there are differences across the systems concerning: content descriptors, rating process and age categories. This paper proposes a series of recommendations for the classification of off-the-shelf games used by clinicians within the healthcare sector, for ease of use and clarity while implementing games for rehabilitation use. It is suggested; a worldwide classification system would facilitate a greater understanding and eradicate issues which occur by clinicians, support networks and patients utilizing this innovative approach to aid rehabilitation. For such a system to be established, a number of regional organizations, industry professionals, academics and end-users would be required to outline a format, and establish an appropriate system to be utilized.

Keywords

Classification System Health Rehabilitation Digital Gaming 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Hannah Ramsden Marston
    • 1
  • Stuart T. Smith
    • 2
    • 3
  1. 1.Institute of Movement & Sport GerontologyGerman Sport University CologneGermany
  2. 2.Neuroscience ResearchRandwickAustralia
  3. 3.Centre for Research and Education in Active LivingUniversity of TasmaniaAustralia

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