New ABS figures on film, TV and digital gaming show that subscription broadcasters and online content creators are booming. Yet local content quotas only apply to free-to-air broadcasters.
Video games have been helping kids to learn for years, here's how.
Bo, aged nine, wants to know why adults think video games are bad.
Beyond the glitz and glamour of the esports arena there are some serious issues with how its economy works and how this affects player well-being.
Readers read, viewers watch and players do. That level of engagement gives games real power to influence people both within and outside the play itself.
How zombies and gaming can help students learn.
Who owns culture in the real-virtual world of augmented reality?
Twenty years after Deep Blue beat Garry Kasparov at chess, artificial intelligence can make games more fun, and perhaps even endlessly enjoyable, if it learns to adapt.
People want video games and interactive experiences that help them explore deep and meaningful themes, such as creating family, valuing diversity and living responsibly.
Pimania was a product of Thatcherite entrepreneurial spirit, mixed with a dash of cheekiness and drippings of subverted expectations.
Video games can provide disabled people with a safe haven, if they can access it.
Whether the ubiquity of fiction has devalued truth or enhanced morality has been in doubt for over 2,000 years.
From niche player to chart hit, the characteristic sound of videogames has had a considerable influence on music.
A strengthening movement of Indigenous designers and developers is working to show Indigenous cultures, teachings, languages and ways of knowing through video games.
Video games such as Battlefield I encourage players to find purpose and meaning in war. But a new generation of artists and gamers is starting to question the messages they propagate.
Two researchers interviewed military members and vets to see what role first-person shooters played in their lives – before, during and after their enlistments.
Nintendo has a history of innovation in the console market, and the Switch follows suit. But it trades power for flexibility, and it's unknown yet whether that's what gamers want.
Video games aren't just fun, they can also be potent therapeutic devices. The OrbIT has shown it can help children with cerebral palsy to improve their hand function.
The vast majority of video game movie adaptions are commercial and critical failures. But with big budgets, dedicated fans and real talent involved, what's going wrong?
Automated systems that watch online chats and flag racist, sexist and bullying behavior could help curtail internet abuse.