these age-group statistics are the kind of thing i sent in to australia's "office of film and literature classification" or whatever it's called, asking why there is no 'R' rating in australia (regardless of what retailers sell, there's nothing higher than 'MA15+' allowed here anyway).
i got a letter that ignored my concerns that 'R' and 'X' rated film material can just as easily fall into the hands of youngens as high-rated games, and voiced concerns that parent-locks aren't good enough yet to protect the kids.
most of the kids age 9-13 that i know don't know a good game from a bad game, and just play whatever there mum's saw in the shop that "looks fun."
and by censoring out officially rated adult games in retail, surely that encourages makers of such games (myself not included as of yet, but i would like to experiment in extreme game violence in the future) to distribute their products primarily online where kids can't be protected from them?
sorry, this might not seem 100% related. when i saw the age-group statistics i went off on a rant.
it is awesome to see the games industry growing so much, especially groups that few developers apart from indies and nintendo will actually produce for (nintendo's discluded from the adult games list of course, but is a big part in games for non-gamers).
julz