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Films and Publications Act, 1996 (Act No. 65 of 1996)

Notices

Classification Guidelines for the Classification of Films, Games and Certain Publications, 2022

Part B - Games

5. Games

5.1 Guiding Principles

 

(1) All classification decisions must consider the context, impact and release format and online interactivity of the content.

 

(2) When considering context, the following factors should be taken into account:
(a) The expectations of the public in general and the target market of the content in particular;
(b) The theme of the content;
(c) The manner in which an issue is presented;
(d) literary, artistic, dramatic or educational merit of the game; and
(e) The apparent intention of the game creator, as reflected in its effect.

 

(3) The degree of interactivity of the game (such as first-person as opposed to third-person game play), the use of incentives and rewards, technical features and competitive intensity, has to be considered in determining the intensity of impact.

 

(4) The impact of classifiable elements may increase intensity according to frequency of occurrence, realism, detail techniques used, and the nature of the theme, bona fide status, verbal references or visual presentation.

 

(5) Should the game contain ‘Photo or pattern sensitivity, motion sickness and reactions to low frequency sound’ (PPS) then consumer advice must be provided. In doing so regard should be had to the following:
(a) The exact nature of the stimuli that may trigger seizures of flicker vertigo for photo or pattern sensitivity varies from one person to another, as does the nature of the effect. It is therefore treated, not as a classifiable element determining age restriction, but as a matter for appropriate consumer advice. This advisory must be provided even in instances of low impact if the stimuli may trigger seizures;
(b) As a general guide, the patterns are usually very high in luminance contrast (bright flashes of light alternating with darkness, or white bars against a black background) that flash more than three times a second;
(c) Motion sickness occurs when motion is detected by the visual system and hence the motion is seen, but little or no motion is sensed by the vestibular system (e.g. bounding-camera movies). Similar to motion sickness is simulation (or simulator) sickness; but this is caused by playing computer/simulation/video games (i.e. first-person-perspective games and virtual reality setups). It is recognised that it may be identified subjectively, and is not treated as a classifiable element determining age restriction, but as a matter for appropriate consumer advice provided;
(d) Low frequency noise (LFN) is generally taken to mean noise below a frequency of about 100 to 150 Hz. A low-frequency signal can go from being barely audible to being disturbing with a relatively small change in pressure level, and it may be identified subjectively. It is not treated as a classifiable elements determining age restrictions, but as a matter for appropriate consumer advice. This advisory must be provided; and
(e) Photo or pattern sensitivity, motion sickness, and reactions to low frequency sound may justify consumer advice.