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New classifications for gambling-like content in video games

Here’s what you need to know

  • New classifications are now in place to help parents and carers identify video games with gambling-like content.
  • Research shows links between gambling-like content in video games and problem gambling, emotional and mental health impacts.
  • Video games with gambling-like content will now be classified M (not recommended for children under 15) or R18+ (restricted to adults 18 years and over).
  • Use classification advice to help choose games that are right for your family.

What’s changed

New classifications are now in place to help parents and carers identify video games with gambling-like content.

On 22 September 2024, the Australian Government has changed the way games are classified so that video games with:

  • in-game purchases with an element of chance such as paid loot boxes are classified as M (not recommended for children under 15 years of age)
  • simulated gaming, such as casino-style games – are legally restricted to adults and classified as R18+ as a minimum.

These changes apply to video games on computers, gaming consoles, phones and tablets.

Where to find classification information

Classification ratings can be found on streaming services, online gaming storefronts, digital downloads, and video game packaging.

You can find out what each rating means at What are the ratings?

Classification and consumer advice – the words that appear alongside a classification rating – is available by searching the title on the classification website or by using the latest classification decisions.

The consumer advice for new video games that contain gambling-like content will say:

For video games containing in-game purchases linked to elements of chance. For video games containing simulated gambling.

  • Chance-based in-game purchases – for video games containing in-game purchases linked to elements of chance, like loot-boxes.
  • High-impact simulated gambling – for video games containing simulated gambling.
  • Gambling themes – for video games containing content which may resemble gambling, but does not meet the threshold for simulated gambling.

Why have classifications changed

Gambling-like content in video games has become more common over the past decade.

Research shows links between gambling-like content in video games and problem gambling, emotional and mental health impacts.

These changes have been made in response to growing evidence as well as community concern.

two people sitting on a couch playing video games

Nadia’s 12-year-old son, Zac, loves soccer and unwinds by playing his favourite soccer video game. She noticed Zac spending more time opening packs of player cards than playing matches, and using small amounts of money to chase rare cards.

Concerned, Nadia looked up the game on the Classification website and learned about new changes to classifications with games containing gambling like content, with the game being rated M due to chance-based in-game purchases. After learning this, she decided to talk with Zac about how the packs worked and understand their risks. Together, they set limits and found a way that Zac can still enjoy the game, and interact with these features in a way that Nadia is comfortable with.

Read more:

What I can do

  • Check the classification of the video games your children play or want to buy – you can use the search bar anywhere on the classification.gov.au website
  • Use the classification advice to help choose games that are right for you or your family
  • You can set up parental controls to monitor and limit the content your children can access and how much they spend – find out more about this at the eSafety Commissioner website
  • Check out the below resources for more information.

Resources