{"id":"F2023L01424","name":"Guidelines for the Classification of Computer Games 2023","slug":"guidelines-for-the-classification-of-computer-games-2023","collection":"legislative_instrument","jurisdiction":"commonwealth","status":"in_force","isInForce":true,"actNumber":null,"makingDate":null,"administeringDepartment":null,"currentVersion":{"id":442133,"registerId":"F2023L01424-fast-fetch-1775957227136","compilationNumber":null,"startDate":"2026-04-12","status":"InForce","reasons":null,"registeredAt":null},"sections":[{"sectionNumber":"1","sectionType":"section","heading":"Guidelines for the Classification of Computer Games 2023","content":"---\nmeta-content-style-type: text/css\nmeta-content-type: application/xhtml+xml; charset=utf-8\n---\n\n?xml version=\"1.0\" encoding=\"utf-8\" standalone=\"no\"?>\n\n![Commonwealth Coat of Arms of Australia](image.001.jpeg)\n\n \n\nGuidelines for the Classification of Computer Games 2023\n\n \n\nClassification (Publications, Films and Computer Games) Act 1995\n\nI, Michelle Rowland, Minister for Communications, determine the following legislative instrument under subsection 12(1) of the Classification (Publications, Films and Computer Games) Act 1995.\n\nDated  24/10/2023 \n\nMichelle Rowland\n\nMinister for Communications\n\n \n\n \n\n \n\nContents\n\n1  Name\n\n2  Commencement\n\n3  Authority\n\n4  Definitions\n\n5  Determination of guidelines\n\n6  Repeal\n\nSchedule 1—Guidelines 2\n\nGUIDELINES FOR THE CLASSIFICATION OF COMPUTER GAMES...........2\n\n \n\n1  Name\n\n  This instrument is the Guidelines for the Classification of Computer Games 2023.\n\n2  Commencement\n\n  This instrument commences on 22 September 2024.\n\n3  Authority\n\n  This instrument is made under subsection 12(1) of the Classification (Publications, Films and Computer Games) Act 1995.\n\n4  Definitions\n\nNote: A number of expressions used in this instrument are defined in the Act, including the following:\n\n(a) participating Minister;\n\n(b) Board;\n\n(c) Code;\n\n(d) computer game.\n\n  In this instrument:\n\n  Act means the Classification (Publications, Films and Computer Games) Act 1995.\n\n5  Determination of guidelines\n\n  With the agreement of each participating Minister, the guidelines specified in Schedule 1 to this instrument are determined to assist the Board in applying the criteria in the Code when classifying computer games.   \n\n6  Repeal\n\n  This instrument repeals the Guidelines for the Classification of Computer Games 2012.\n\n\n\n\nSchedule 1—Guidelines\n\nGUIDELINES FOR THE CLASSIFICATION OF COMPUTER GAMES\n\nIntroduction to the Guidelines\n\nBackground\n\nThe Guidelines for the Classification of Computer Games (the Guidelines) are a tool for classifying computer games.  They help explain the different classification categories, and the scope and limits of material suitable for each category.  They are revised from time to time, with extensive community input.\n\nThe legal context\n\nThe National Classification Scheme (the Scheme) is based on:\n\n- the Commonwealth Classification (Publications, Films and Computer Games) Act 1995 (the Act), and\n- a cooperative agreement between Commonwealth, State and Territory governments.  \n\n\nUnder the Scheme, the Commonwealth makes the classification decisions, and the States and Territories enforce them.\n\nThe Act contains a National Classification Code (the Code).  It also allows Guidelines to be made.  By agreement, the Commonwealth, State and Territory Ministers can vary the Code and the Guidelines.\n\nThe Act requires films and computer games to be classified, using the Code and the Guidelines, before they are released or advertised.\n\nClassification decisions are made by the Classification Board or by other methods authorised under the Act (for example, using an approved classification tool). There are avenues for review of certain decisions, including by the Classification Review Board.  Administrative support for both Boards is provided by the Australian Government, currently by the Department of Infrastructure, Transport, Regional Development, Communications and the Arts.\n\n \n\nClassification categories\n\nThe Act names the classification categories for computer games, and the Code describes them.  The categories are:\n\n- G\n- PG\n- M\n- MA 15+\n- R 18+\n- RC\n\n\nClassification criteria\n\nThe Act\n\nUnder the Act, each of the following matters must be taken into account in classifying computer games:\n\n(a) the standards of morality, decency and propriety generally accepted by reasonable adults;\n\n(b) the literary, artistic or educational merit (if any) of the computer game;\n\n(c) the general character of the computer game, including whether it is of a medical, legal or scientific character;\n\n(d) the persons or class of persons to or amongst whom it is published or is intended or likely to be published.\n\nThe Code\n\nUnder the Code, classification decisions are to give effect, as far as possible, to the following principles:\n\n(a) adults should be able to read, hear, see and play what they want;\n\n(b) minors should be protected from material likely to harm or disturb them;\n\n(c) everyone should be protected from exposure to unsolicited material that they find offensive;\n\n(d) the need to take account of community concerns about:\n\n(i) depictions that condone or incite violence, particularly sexual violence; and\n\n(ii) the portrayal of persons in a demeaning manner.\n\nConsumer advice\n\nThe Act requires the provision of consumer advice about the content of computer games that are classified by the Classification Board or in accordance with a different method authorised under the Act.  This information helps consumers make informed choices.\n\n\nThe Guidelines\n\nUsing the Guidelines: Essential principles\n\nThree essential principles underlie the use of the Guidelines:\n\n- the importance of context\n- assessing impact\n- the six classifiable elements\n\n\nEach classification category takes a similar form.  It begins with an “impact test” that determines the threshold for the category.  It then lists the six classifiable elements, with a statement limiting the content of each element.\n\nImportance of context\n\nContext is crucial in determining whether a classifiable element is justified by the story-line or themes.  In particular, the way in which important social issues are dealt with may require a mature or adult perspective.  This means that material that falls into a particular classification category in one context may fall outside it in another.\n\nAssessing impact\n\nThe Guidelines use the following hierarchy of impact:\n\n- very mild   - G\n- mild    - PG\n- moderate   - M\n- strong  - MA 15+\n- high   - R 18+\n- very high   - RC\n\n\nAssessing the impact of material requires considering not only the treatment of individual classifiable elements but also their cumulative effect.  It also requires considering the purpose and tone of a sequence.\n\nImpact may be higher where a scene or game-play sequence\n\n- contains greater detail, including the use of close-ups and slow motion\n- uses accentuation techniques, such as lighting, perspective and resolution\n- uses special effects, such as lighting and sound, resolution, colour, size of image, characterisation and tone\n- is prolonged\n- is repeated frequently\n- is realistic, rather than stylised\n- is highly interactive\n- links incentives or rewards to high impact elements.\n\n\nImpact may be lessened where reference to a classifiable element is verbal rather than visual.  Also, some visual impacts have less impact than others: for example, an incidental depiction may have less impact than a direct one. \n\nInteractivity and computer games\n\nInteractivity is an important consideration that must be taken into account when classifying computer games.  This is because there are differences in what some sections of the community condone in relation to passive viewing or the effects passive viewing may have on the viewer (as may occur in a film) compared to actively controlling outcomes by making choices to take or not take action.\n\n \n\nDue to the interactive nature of computer games and the active repetitive involvement of the participant, as a general rule computer games may have a higher impact than similarly themed depictions of the classifiable elements in film, and therefore greater potential for harm or detriment, particularly to minors.\n\n \n\nInteractivity may increase the impact of some content: for example, impact may be higher where interactivity enables action such as inflicting realistically depicted injuries or death or post-mortem damage, attacking civilians or engaging in sexual activity.  Greater degrees of interactivity (such as first-person gameplay compared to third-person gameplay) may also increase the impact of some content.\n\nInteractivity includes the use of incentives and rewards, technical features and competitive intensity. Except in material restricted to adults, nudity and sexual activity must not be related to incentives or rewards.    Computer games will be Refused Classification if they contain:\n\n(i) illicit or proscribed drug use related to incentives or rewards;\n\n(ii) interactive drug use which is detailed and realistic.\n\nThe classifiable elements\n\nThe six classifiable elements in a computer game are:\n\n- themes\n- violence\n- sex\n- language\n- drug use\n- nudity\n\n\nThe classification takes account of the context and impact of each of these elements, including their frequency and intensity, and their cumulative effect.  It also takes account of the purpose and tone of a sequence, and how material is treated.\n\n \n\nClassification Board’s application of the Guidelines\n\nClassification decisions are made by the Classification Board or by other methods authorised under the Act (for example, by using an approved classification tool).  There are avenues for review of certain decisions, including by the  Classification Review Board.\n\n \n\nIn making classification decisions, the Board is required to apply these Guidelines.\n\n\nThe Categories\n\nG  GENERAL\n\n \n\n \n\nImpact test\n\n \n\nThe impact of the classifiable elements for material classified G should be very mild only.\n\n \n\nNote: The G classification is for a general audience.  However, it does not necessarily indicate that children will enjoy the computer game.  Some G games contain themes, story-lines or game play that do not interest children.\n\n \n\nClassifiable elements\n\n \n\nTHEMES\n\nThe treatment of themes should have a very low sense of threat or menace, and be justified by context.\n\n \n\nIn-game purchases linked to elements of chance and simulated gambling are not permitted.\n\n \n\nVIOLENCE\n\nViolence should have only a low sense of threat or menace, and be justified by context.\n\n \n\nSexual violence, implied or otherwise, is not permitted.\n\n \n\nSEX\n\nSexual activity should be very mild and very discreetly implied, and be justified by context.\n\n \n\nSexual activity must not be related to incentives or rewards.\n\n \n\nLANGUAGE\n\nCoarse language should be very mild and infrequent, and be justified by context.\n\n \n\nDRUG USE\n\nDrug use should be implied only very discreetly, and be justified by context.\n\n \n\nDrug use related to incentives or rewards is not permitted.\n\n \n\nInteractive illicit or proscribed drug use is not permitted.\n\n \n\nNUDITY\n\nNudity should be infrequent and justified by context.\n\n \n\nNudity must not be related to incentives or rewards.\n\n \n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\nPG  PARENTAL GUIDANCE\n\n \n\n \n\nImpact test\n\n \n\nThe impact of the classifiable elements for material classified PG should be no higher than mild.\n\n \n\nNote: Material classified PG may contain material which some children find confusing or upsetting, and may require the guidance of parents or guardians.  It is not recommended for playing by persons under 15 without guidance from parents or guardians.\n\n \n\nClassifiable elements\n\n \n\nTHEMES\n\nThe treatment of themes should generally have a low sense of threat or menace and be justified by context.\n\n \n\nIn-game purchases linked to elements of chance and simulated gambling are not permitted.\n\n \n\nVIOLENCE\n\nViolence should be mild and infrequent, and be justified by context.\n\n \n\nSexual violence, implied or otherwise, is not permitted.\n\n \n\nSEX\n\nSexual activity should be mild and discreetly implied, and be justified by context.\n\n \n\nSexual activity must not be related to incentives or rewards.\n\n \n\nLANGUAGE\n\nCoarse language should be mild and infrequent, and be justified by context.\n\n \n\nDRUG USE\n\nDrug use should be infrequent and justified by context. \n\n \n\nDrug use related to incentives or rewards is not permitted.\n\n \n\nInteractive illicit or proscribed drug use is not permitted.\n\n \n\nNUDITY\n\nNudity should be infrequent and justified by context. \n\n \n\nNudity must not be related to incentives or rewards.\n\n \n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\nM  MATURE\n\nImpact test\n\n \n\nThe impact of the classifiable elements for material classified M should be no higher than moderate.\n\n \n\nNote: Material classified M is not recommended for persons under 15 years of age.  There are no legal restrictions on access.\n\n \n\nClassifiable elements\n\n \n\nTHEMES\n\nThe treatment of themes may have a moderate sense of threat or menace, if justified by context.\n\n \n\nIn-game purchases linked to elements of chance are permitted.\n\n \n\nSimulated gambling is not permitted.\n\n \n\nVIOLENCE\n\nModerate violence is permitted, if justified by context.\n\n \n\nSexual violence, implied or otherwise, is not permitted\n\n \n\nSEX\n\nSexual activity should be discreetly implied, if justified by context.\n\n \n\nSexual activity must not be related to incentives or rewards.\n\n \n\nLANGUAGE\n\nCoarse language may be used. \n\n \n\nAggressive or strong coarse language should be infrequent, justified by context, and not gratuitous, exploitative or offensive.\n\n \n\nDRUG USE\n\nDrug use should be justified by context.\n\n \n\nDrug use related to incentives or rewards is not permitted.\n\n \n\nInteractive illicit or proscribed drug use is not permitted.\n\n \n\nNUDITY\n\nNudity should be justified by context. \n\n \n\nNudity must not be related to incentives or rewards.\n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\n\nMA 15+  MATURE ACCOMPANIED\n\nImpact test\n\n \n\nThe impact of material classified MA 15+ should be no higher than strong.\n\n \n\nNote: Material classified MA 15+ is considered unsuitable for persons under 15 years of age.  It is a legally restricted category.\n\n \n\nClassifiable elements\n\n \n\nTHEMES\n\nThe treatment of strong themes should be justified by context.\n\n \n\nIn-game purchases linked to elements of chance are permitted.\n\n \n\nSimulated gambling is not permitted.\n\n \n\nVIOLENCE\n\nViolence should be justified by context.\n\n \n\nStrong and realistic violence should not be frequent or unduly repetitive.\n\n \n\nSexual violence, implied or otherwise, is not permitted.\n\n \n\nSEX\n\nSexual activity may be implied. \n\n \n\nSexual activity must not be related to incentives or rewards.\n\n \n\nLANGUAGE\n\nStrong coarse language may be used. \n\n \n\nAggressive or strong coarse language should be infrequent, and not exploitative or offensive.\n\n \n\nDRUG USE\n\nDrug use should be justified by context. \n\n \n\nDrug use related to incentives or rewards is not permitted.\n\n \n\nInteractive illicit or proscribed drug use is not permitted.\n\n \n\nNUDITY\n\nNudity should be justified by context.\n\n \n\nNudity must not be related to incentives or rewards.\n\n \n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\nR 18+  RESTRICTED\n\nImpact test\n\n \n\nThe impact of material classified R 18+ should not exceed high.\n\n \n\nNote: Material classified R 18+ is legally restricted to adults.  Some material classified R 18+ may be offensive to sections of the adult community. \n\n \n\nClassifiable elements\n\n \n\nTHEMES\n\nThere are virtually no restrictions on the treatment of themes.\n\n \n\nIn-game purchases linked to elements of chance and simulated gambling are permitted.\n\n \n\nVIOLENCE\n\nViolence is permitted. High impact violence that is, in context, frequently gratuitous, exploitative and offensive to a reasonable adult will not be permitted.\n\n \n\nActual sexual violence is not permitted.\n\n \n\nImplied sexual violence that is visually depicted, interactive, not justified by context or related to incentives or rewards is not permitted.\n\n \n\nSEX\n\nDepictions of actual sexual activity are not permitted.\n\n \n\nDepictions of simulated sexual activity may be permitted.\n\n \n\nDepictions of simulated sexual activity that are explicit and realistic are not permitted.\n\n \n\nLANGUAGE\n\nThere are virtually no restrictions on language.\n\n \n\nDRUG USE\n\nDrug use is permitted.\n\n \n\nDrug use related to incentives and rewards is not permitted.\n\n \n\nInteractive illicit or proscribed drug use that is detailed and realistic is not permitted.\n\n \n\nNUDITY\n\nNudity is permitted.\n\n \n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\nRC  REFUSED CLASSIFICATION\n\n \n\nNote: Computer games that exceed the R 18+ classification category will be Refused Classification.\n\n \n\nComputer games will be refused classification if they include or contain any of the following:\n\n \n\nCRIME OR VIOLENCE\n\n![](image.002.png)Detailed instruction or promotion in matters of crime or violence.\n\n \n\nThe promotion or provision of instruction in paedophile activity.\n\n \n\nDescriptions or depictions of child sexual abuse or any other exploitative or offensive descriptions or depictions involving a person who is, or appears to be, a child under 18 years.\n\n \n\nDepictions of:\n\n \n\n(i) violence with a very high degree of impact which are excessively frequent, prolonged, detailed or repetitive;\n\n(ii) cruelty or realistic violence which are very detailed and which have a very high impact;\n\n(iii) actual sexual violence.\n\n \n\nImplied sexual violence related to incentives and rewards.\n\n \n\nSEX\n\nDepictions of actual sexual activity are not permitted.\n\n \n\nDepictions of simulated sexual activity that are explicit and realistic are not permitted.\n\n \n\nDepictions of practices such as bestiality.\n\n \n\nGratuitous, exploitative or offensive depictions of:\n\n \n\n(i) activity accompanied by fetishes or practices which are offensive or abhorrent;\n\n(ii) incest fantasies or other fantasies which are offensive or abhorrent.\n\n \n\nDRUG USE\n\nDetailed instruction in the use of proscribed drugs.\n\n \n\nMaterial promoting or encouraging proscribed drug use.\n\nComputer games will also be Refused Classification if they contain:\n\n(i) illicit or proscribed drug use related to incentives or rewards;\n\n(ii) interactive drug use which is detailed and realistic.\n\nNote: Some of the terms used in this category are defined in the List of Terms at the end of these Guidelines.\n\nLIST OF TERMS\n\n \n\nNote: Words which are used in the Guidelines but which are not contained in this List of Terms take their usual dictionary meaning. Refer to the latest edition of The Macquarie Dictionary.\n\n \n\nCoercion: The use of threat or power to force agreement to sexual activity.\n\n \n\nDemean: A depiction or description, directly or indirectly sexual in nature, which debases or appears to debase the person or the character depicted.\n\n \n\nElements: Themes, violence, sex, coarse language, drug use and nudity.\n\n \n\nExploitative: Appearing to purposefully debase or abuse for the enjoyment of others, and lacking moral, artistic or other values.\n\n \n\nFetish: An object, an action or a non-sexual part of the body which gives sexual gratification. \n\n \n\nIn-game purchases\n\nlinked to elements of chance: Digital goods or services determined by chance, including Paid Loot Boxes, that can be acquired within a game:\n\na)    using real world currency; or\n\nb)    using in-game virtual currency, items or credits that can be purchased using real-world currency.\n\n \n\nIntensity: Strength of the treatment or subject matter; strength of engagement or involvement.\n\n \n\nInteractivity: The quality of being interactive.  Providing or capable of providing for user participation that enables some measure of control in relation to user action, data input and commands.  The user’s participation may influence outcomes that in turn, may affect what options are available to them for subsequent interaction.\n\n \n\nOffensive: Material which causes outrage or extreme disgust. \n\n \n\nPaid Loot Box: A virtual container, however described:\n\na)      that can be purchased or unlocked using real world currency or using in-game virtual currency, items or credits that can be purchased using real world currency; and\n\nb)      that rewards players with an in-game digital item or items, where the exact reward the player is to receive is not disclosed to the player prior to purchase.\n\nNote: Paid Loot Boxes may be known by other names in the computer game industry including but not limited to prize crates and card packs.\n\n \n\nReal World Currency: Real world physical and digital currency, including cryptocurrency.\n\nNote: This does not include tokens, credits or other in-game items and currencies that cannot readily be redeemed or exchanged for value outside the game environment.\n\n \n\nSexual Activity: Matters pertaining to sexual acts, but not limited to sexual intercourse.\n\n \n\nSexual Violence: Sexual assault or aggression, in which the victim does not consent.\n\n \n\nSexualised Violence: Where sex and violence are connected in the story, although sexual violence may not necessarily occur.\n\n \n\nSimulated Gambling: Interactive activity within a game that:\n\na)      resembles or functions like a real world age restricted betting or gambling service; and\n\nb)      does not provide rewards that can be redeemed for real world currency or traded to other players in-game for real world currency.\n\nNote: For example, interactive activity within games that resembles or functions like real world commercial casinos, slot machines, lotteries, sports betting services or other betting services will be simulated gambling.\n\n \n\nThemes: Social issues such as crime, suicide, drug and alcohol dependency, death, serious illness, family breakdown and racism.\n\n \n\nTreatment: The way in which material is handled or presented.\n\n \n\nViolence: Acts of violence; the threat or effects of violence.\n\n \n","sortOrder":0}],"analysis":{"flash_summary":{"complexity_score":6,"scope_assessment":{"changed":true,"description":"This instrument expressly repeals the Guidelines for the Classification of Computer Games 2012 (s6) and replaces them with the Schedule 1 Guidelines. The 2023 text explicitly emphasises interactivity as a factor increasing impact, defines and treats in‑game purchases linked to chance and Paid Loot Boxes as classifiable terms, and sets category‑specific permissions and prohibitions for chance‑based purchases and simulated gambling (Schedule 1, \"Interactivity and computer games\", List of Terms, and the category entries). It therefore updates the operational scope of classification to include specific rules on monetisation mechanics, interactivity effects and detailed RC triggers; those additions change the practical scope of what developers must assess to secure a given classification."},"complexity_factors":["Multiple classification categories (G, PG, M, MA 15+, R 18+, RC) with distinct, category‑specific impact thresholds and element rules (Schedule 1, category entries).","Subjective, context‑dependent impact assessments (\"Importance of context\" and \"Assessing impact\") that require cumulative judgement across elements.","Interactivity as an amplifying factor that varies by technical and design features (first‑person vs third‑person, incentives/rewards, realism) (Schedule 1, \"Interactivity and computer games\").","Detailed definitions of monetisation features (Paid Loot Boxes, in‑game purchases linked to elements of chance, simulated gambling) that require factual analysis of game mechanics (List of Terms).","Specific, sometimes overlapping prohibitions triggering Refused Classification (RC), including sexual violence, child sexual content, detailed illicit drug instruction, and high impact violence (Schedule 1, RC section).","Division of responsibilities: Commonwealth for classification decisions, States/Territories for enforcement, and Ministerial agreement to determine Guidelines (s5; Schedule 1, \"The legal context\").","Requirement for consumer advice and possible use of alternative authorised classification methods (e.g. approved tools) increases procedural options and compliance paths (Schedule 1, \"Consumer advice\" and \"Classification Board’s application of the Guidelines\").","Cumulative and cross‑element effects (e.g. link between rewards and sexual/drug content) create multi‑factor assessments rather than bright‑line rules (Schedule 1, various category entries)."],"plain_english_summary":"What this instrument does\n\n- This instrument is a replacement set of rules called the Guidelines for the Classification of Computer Games 2023. It formally comes into force on 22 September 2024 (s2) and repeals the 2012 Guidelines (s6). It is made under the Classification (Publications, Films and Computer Games) Act 1995 (s3) and, with the agreement of participating Ministers, the Schedule 1 Guidelines are determined to assist the Classification Board in applying the statutory Code (s5).\n\nWho decides and who enforces\n\n- The Classification Board (or an authorised method such as an approved classification tool) makes classification decisions and must apply these Guidelines (Schedule 1, \"Classification Board’s application of the Guidelines\").\n- The Commonwealth makes classification decisions while States and Territories are responsible for enforcement (Schedule 1, \"The legal context\").\n- The Guidelines are adopted with agreement of participating Ministers (s5), so Ministers approve the text that the Board must apply.\n\nWhat the Guidelines require and how they work (mechanics)\n\n- Computer games must be classified before they are released or advertised in Australia (Schedule 1, \"The legal context\"). The Board classifies games into G, PG, M, MA 15+, R 18+ or Refused Classification (RC) (Schedule 1, \"Classification categories\").\n- The Guidelines set an \"impact test\" for each category and list six classifiable elements that are assessed in context and by impact: themes, violence, sex, language, drug use and nudity (Schedule 1, \"The six classifiable elements\").\n- Interactivity is treated as an amplifying factor: the same material in a game can have a higher impact than in a passive medium because players actively make choices and repeat actions (Schedule 1, \"Interactivity and computer games\"). Features such as first‑person perspective, realistic injury, rewards/incentives, and technical effects can increase assessed impact (Schedule 1, \"Assessing impact\").\n- Consumer advice about the content of classified games must be provided where the Board (or authorised method) classifies a game (Schedule 1, \"Consumer advice\").\n\nMonetisation and specific content constraints\n\n- The Guidelines define and treat \"in‑game purchases linked to elements of chance\" (including Paid Loot Boxes) and \"simulated gambling\" as classifiable features (List of Terms). The rules differ by category:\n  - G and PG: in‑game purchases linked to chance and simulated gambling are not permitted (Schedule 1, G and PG classifiable elements).\n  - M: in‑game purchases linked to elements of chance are permitted but simulated gambling is not (Schedule 1, M classifiable elements).\n  - MA 15+ and R 18+: in‑game purchases linked to elements of chance are permitted; R 18+ also permits simulated gambling (Schedule 1, MA 15+ and R 18+ classifiable elements).\n- The Guidelines bar linking sexual activity, nudity or drug use to incentives or rewards except where explicitly allowed by a category; interactive illicit drug use that is detailed and realistic will cause refusal in many cases (see multiple category entries and RC list).\n\nWhat leads to Refused Classification (RC)\n\n- RC applies to games that exceed the R 18+ thresholds. The Guidelines list concrete triggers for RC, such as detailed instruction or promotion of crime or violence, descriptions or depictions of child sexual abuse or persons who appear to be children, very high impact or highly detailed/repetitive violence, actual sexual violence, explicit realistic simulated sexual activity, bestiality, and material promoting illicit drug use or providing detailed instruction in proscribed drug use. They also refuse classification for illicit/proscribed drug use or interactive, detailed realistic drug use linked to incentives/rewards (Schedule 1, RC section).\n\nPractical consequences, incentives and trade‑offs\n\n- Who pays: game developers, publishers and distributors bear compliance costs. Those costs include evaluating content against the Guidelines, submitting material to the Board or using an authorised tool, and providing the required consumer advice (Schedule 1, \"The legal context\"; s5). If a game is Refused Classification it cannot be legally sold or advertised in Australia, which imposes a market access cost (Schedule 1, RC section).\n\n- Incentives created: because interactivity and rewards increase assessed impact, developers have an incentive to alter design (perspective, reward systems, depiction detail) or monetisation mechanisms (e.g. replace paid loot boxes or alter how chance‑based purchases are presented) to reach a desired classification category (Schedule 1, \"Interactivity and computer games\"; List of Terms). Where particular categories prohibit certain monetisation features (G/PG), developers seeking those categories must avoid such features.\n\n- Compliance burden and discretion: classifications depend on context and judged impact, which are qualitative and cumulative assessments (Schedule 1, \"Importance of context\"; \"Assessing impact\"). This creates interpretive discretion for the Board in individual cases and therefore regulatory uncertainty for developers about exact outcomes. Ministerial agreement is required to determine Guidelines initially (s5), but the Board applies them operationally (Schedule 1, \"Classification Board’s application of the Guidelines\").\n\n- Effects on private choice and business models: the Guidelines constrain product content and monetisation choices (e.g. loot boxes, simulated gambling, interactive depictions of sexual violence or realistic drug use). That can change design and revenue models, and potentially exclude products from the Australian market if classification cannot be achieved (Schedule 1, relevant category entries and List of Terms).\n\nImplementation risks and trade‑offs\n\n- Subjectivity and cumulative assessment mean borderline cases will be decided case‑by‑case, which raises predictability risk for developers and platforms (Schedule 1, \"Assessing impact\").\n- The distinction between simulated gambling and chance‑based in‑game purchases is defined but requires factual assessment of how the mechanic functions in practice (List of Terms).\n- Enforcement is split: the Commonwealth classifies while States/Territories enforce, so compliance and penalties are administered locally though classification determinations are national (Schedule 1, \"The legal context\").\n\nSummary of immediate, plain effects\n\n- Replaces the 2012 Guidelines with a new text (s6).\n- Requires classification and consumer advice for games before release (Schedule 1, \"The legal context\").\n- Treats interactivity and reward mechanics as factors that can raise a game’s assessed impact, and sets specific prohibitions and permissions for in‑game chance purchases, simulated gambling and interactive drug/sexual content depending on category (Schedule 1, category entries; List of Terms).\n\nPrimary source references\n\n- Instrument authority and commencement: s2–s5, s6.\n- Operational rules and definitions: Schedule 1 (entire Schedule), including sections titled \"Interactivity and computer games\", \"The six classifiable elements\", each category heading (G, PG, M, MA 15+, R 18+, RC) and the \"List of Terms\"."},"kimi_summary":{"content_quality":"ok","complexity_score":6,"scope_assessment":{"changed":true,"description":"The 2023 Guidelines have expanded significantly beyond the original 2012 version to address modern gaming mechanics. The most notable expansion is the explicit regulation of monetisation mechanics—specifically 'in-game purchases linked to elements of chance' (loot boxes) and 'simulated gambling'—which were not addressed in earlier versions. This reflects the evolution of the games industry toward free-to-play models and microtransactions. The guidelines now function as both content classification and consumer protection instrument regarding gambling-like mechanics in games accessible to minors."},"complexity_factors":["Nested conditional logic across six classification categories, each with different thresholds for six classifiable elements","21 defined terms in the List of Terms section, including technical gaming concepts like 'Paid Loot Box' and 'Simulated Gambling'","Multiple cross-references between the Guidelines, the Code, and the parent Act (Classification Act 1995)","Context-dependent assessments requiring evaluators to consider 'justification by context', 'cumulative effect', and 'purpose and tone'","Specific prohibitions that vary by category (e.g., simulated gambling permitted at R 18+ but banned at lower levels; drug use incentives banned except at R 18+ where still partially restricted)","Hierarchical impact assessment system (very mild → mild → moderate → strong → high → very high) applied across all elements","Special rules for interactive content that don't apply to passive media like films"],"plain_english_summary":"This document sets the rules for how computer games are rated in Australia (G, PG, M, MA 15+, R 18+, or Refused Classification). It tells the Classification Board what content is allowed in each rating category based on six elements: themes, violence, sex, language, drug use, and nudity.\n\n**Key things to know:**\n\n- **Who it affects:** Game developers, publishers, retailers, and anyone selling games in Australia. Also parents and gamers who want to know why a game got its rating.\n\n- **What's new in 2023:** For the first time, the guidelines specifically address **loot boxes** (in-game purchases with random rewards) and **simulated gambling**. Games with these features can't be rated G or PG, and simulated gambling is banned entirely from G, PG, M, and MA 15+ categories.\n\n- **The 'impact test':** Each category has a threshold for how intense content can be—from \"very mild\" (G) up to \"high\" (R 18+). Anything stronger gets **Refused Classification** (banned from sale).\n\n- **Interactivity matters:** Because players actively participate in games (unlike watching films), violent or sexual content can have higher impact and stricter limits.\n\n- **Absolute no-gos:** Sexual violence is banned from all categories. Actual sexual activity and detailed realistic drug use related to rewards will get a game banned.\n\n- **Context counts:** The same violent scene might be acceptable in an R 18+ game but not in a PG one, depending on the story and how it's presented."},"flash_summary_failed":{"failed":true,"reason":"Unauthenticated. Configure AI_GATEWAY_API_KEY or use a provider module. Learn more: https://ai-sdk.dev/unauthenticated-ai-gateway","source":"analysis-cron"}},"importantCases":[],"_links":{"self":"/api/acts/guidelines-for-the-classification-of-computer-games-2023","history":"/api/acts/guidelines-for-the-classification-of-computer-games-2023/history","analysis":"/api/acts/guidelines-for-the-classification-of-computer-games-2023/analysis","conflicts":"/api/acts/guidelines-for-the-classification-of-computer-games-2023/conflicts","importantCases":"/api/acts/guidelines-for-the-classification-of-computer-games-2023/important-cases","documents":"/api/acts/guidelines-for-the-classification-of-computer-games-2023/documents"}}