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Films (Classification — Exempt Video Games) Notification 2019

Overview of the Films (Classification — Exempt Video Games) Notification 2019, Singapore sl.

Statute Details

  • Title: Films (Classification — Exempt Video Games) Notification 2019
  • Act Code: FA1981-S339-2019
  • Legislation Type: Subsidiary legislation (Notification)
  • Authorising Act: Films Act (Chapter 107)
  • Enacting Power: Section 40(2) of the Films Act
  • Citation: No. S 339
  • Commencement: 29 April 2019
  • Status: Current version as at 27 March 2026
  • Key Provisions: Sections 1–5 (definitions, exemptions from permit and from offences, and cancellation)

What Is This Legislation About?

The Films (Classification — Exempt Video Games) Notification 2019 is a Singapore legal instrument made under the Films Act. In practical terms, it creates a category of “exempt video games” that are treated differently from other video games for the purposes of film/video game classification and related regulatory controls.

Under the Films Act, certain video games may need to be classified and may be subject to permit requirements before they can be imported or distributed publicly. This Notification carves out an exemption for video games that meet a defined “safe” content threshold. If a video game qualifies as an “exempt video game”, specified provisions of the Films Act do not apply to it—meaning that some administrative steps and potential criminal liability are avoided.

The Notification is therefore best understood as a compliance simplification tool for industry and distributors: it reduces regulatory friction for video games that do not contain content that Singapore’s classification regime considers likely to cause offence, undermine public order, or breach community standards (including restrictions relating to religion, sex/nudity, violence, drugs, and political content).

What Are the Key Provisions?

Section 1 (Citation and commencement) provides the legal identity and start date. The Notification is cited as the “Films (Classification — Exempt Video Games) Notification 2019” and comes into operation on 29 April 2019. For practitioners, this matters because it determines which version of the exemption regime applies to conduct (importation, distribution, exhibition) occurring on or after that date.

Section 2 (Definitions) is the core of the Notification. It defines “exempt video game”, “psychoactive substance”, and clarifies what is excluded from the meaning of “video game” for the purposes of the exemption. The definition of “exempt video game” is content-based: it is a video game not containing any depiction or description of a wide range of prohibited or sensitive matters.

The prohibited content list is detailed and includes, among other things: matters likely to cause offence to any race or religious group; religious belief or teaching; psychoactive substance abuse/addiction and explicit criminal acts/terrorism/violence or other anti-social behaviour (including images promoting consumption of illicit drugs); gambling or promotion of unlawful activity; sex, sexual matters or nudity; violence or coercion in association with sexual activity; torture, cruelty or violence (including gory dismemberment and impaled bodies); certain forms of sexual behaviour that do not reflect current community attitudes and values; fetishes or deviant sexual practices (including paedophilia, bestiality, necrophilia); coarse language and frightening or disturbing sequences or abhorrent phenomena (natural or supernatural); and any act/image/message unsuitable for persons below 16 years of age (including frequent use of coarse language).

Two additional categories are particularly important for legal risk assessment. First, the definition includes political content restrictions: any express or implied reference to, or comment on, any candidate, political party, election, referendum, any member of any Legislature, any government or previous government, or any opposition—whether in Singapore or elsewhere. Second, it includes content intended to demonstrate support for or opposition to views/actions of persons, groups, or any government, or to publicise a cause or campaign. This means that even if a game is otherwise “non-violent” and “non-sexual”, it may fail the exemption if it contains political messaging or campaign-like content.

“Psychoactive substance” is defined broadly to include opioids, cannabinoids, sedatives, hypnotics, cocaine, other psychostimulants, hallucinogens, and volatile solvents, but excludes alcohol, coffee and tobacco. This definition is relevant because the exemption is sensitive to depictions or descriptions of psychoactive substance abuse or addiction.

Finally, Section 2 clarifies that “video game” does not include certain categories of content that are already regulated under other film classifications or security regimes. Specifically, it excludes: an obscene film; a party political film; a prohibited film; a film against national security to be classified; and a film containing material prescribed for the purposes of section 16(1)(e) of the Films Act. This prevents the exemption from being used to bypass other statutory controls.

Section 3 (Exemption from permit to remove imported video game) addresses importation logistics and regulatory permissions. It states that Section 12(1) and (3) of the Films Act does not apply to or in relation to any exempt video game that is imported by sea, land or air. In plain language, where the Films Act would otherwise require a permit (or impose conditions) for removing imported video games from customs or similar control points, that permit requirement is not applicable if the imported item is an “exempt video game”.

For practitioners, this is a significant operational exemption. It affects how importers, logistics providers, and distributors structure their compliance workflows. However, it also increases the importance of accurate classification at the point of import: if a game is incorrectly treated as “exempt” when it actually contains prohibited content, the exemption may not protect the importer from liability under the Films Act.

Section 4 (Exemption from offence of distributing or publicly exhibiting unclassified video game) provides a second major legal shield. It provides that Section 21(1) of the Films Act does not apply in respect of the distribution or public exhibition by any person of any exempt video game, or possession by any person with the intention of distributing or publicly exhibiting any exempt video game.

Section 21(1) of the Films Act (as referenced) is concerned with offences relating to distributing or publicly exhibiting an unclassified video game. This Notification effectively means that exempt video games can be distributed or publicly exhibited without needing to be classified in the same way as other video games—because the offence provision is not triggered for exempt video games.

Practically, this is crucial for retailers, online platforms, event organisers, and marketing teams. It reduces the need for classification clearance before release, but only if the game truly meets the exemption definition. The “possession with the intention” language is also noteworthy: it extends beyond actual distribution/exhibition to preparatory conduct, so compliance teams should ensure that internal handling (warehousing, pre-release staging, promotional demos) is aligned with the exemption position.

Section 5 (Cancellation) cancels the earlier Films (Video Games Exemption) Notification 2008 (G.N. No. S 436/2008). This indicates that the 2019 Notification supersedes the 2008 framework. For legal research and due diligence, it is important to treat the 2019 Notification as the operative exemption regime from its commencement date, rather than relying on the older 2008 instrument.

How Is This Legislation Structured?

The Notification is short and structured as a self-contained instrument with five sections. It follows a conventional subsidiary legislation format: (i) citation and commencement (Section 1), (ii) definitions (Section 2), (iii) an exemption from a permit requirement for imported exempt video games (Section 3), (iv) an exemption from an offence relating to distribution/public exhibition of unclassified video games (Section 4), and (v) cancellation of the earlier exemption notification (Section 5).

Because the Notification is only five sections long, its legal effect is concentrated. The definitions in Section 2 do most of the work: they determine whether a particular video game qualifies as “exempt”, and therefore whether Sections 3 and 4 exemptions can be relied upon.

Who Does This Legislation Apply To?

The Notification applies to “any person” in relation to the distribution, public exhibition, and possession with intention to distribute/exhibit exempt video games (Section 4), and to importers in relation to the importation of exempt video games by sea, land or air (Section 3). It is not limited to particular corporate forms or industry participants; it operates across the supply chain.

In practice, the key stakeholders include: game publishers and developers marketing products in Singapore; importers and customs agents handling cross-border shipments; distributors and retailers (including online platforms) making games available to the public; and event organisers or venues conducting public exhibition (e.g., gaming events, demos). All such parties must ensure that the game content aligns with the exemption definition, because the exemptions are conditional on the game being an “exempt video game”.

Why Is This Legislation Important?

This Notification matters because it directly affects the regulatory pathway for certain video games in Singapore. Without the exemption, video games may require classification and may be subject to permit and offence risks if distributed or publicly exhibited without proper classification. By defining “exempt video games” and exempting them from specified Films Act provisions, the Notification creates a streamlined route for low-risk content.

From an enforcement and compliance perspective, the Notification also highlights Singapore’s content priorities. The exemption excludes a wide range of material: not only explicit sex, nudity, and graphic violence, but also psychoactive substance abuse/addiction, political campaigning, and content unsuitable for persons below 16 years (including frequent coarse language). This breadth means that compliance teams must conduct careful content review, not just “high-level” checks.

For practitioners advising clients, the key legal takeaway is conditionality. The exemptions in Sections 3 and 4 are not blanket permissions for all video games; they depend on whether the game “does not contain any depiction or description” of the listed matters. That phrasing can be operationally challenging: it requires attention to narrative elements, imagery, dialogue, user interactions, and potentially even implied references. A robust compliance approach typically involves documented content assessment, version control (updates/patches may introduce new content), and clear internal criteria for determining whether a game remains within the exemption definition.

Finally, the cancellation of the 2008 Notification confirms that the legal framework has evolved. Practitioners should ensure that advice and compliance procedures are aligned with the 2019 Notification’s definitions and exemptions, as older references may lead to incorrect risk assessments.

  • Films Act (Chapter 107) — in particular, Sections 12(1) and (3), Section 21(1), and the enabling power in Section 40(2).
  • Films (Video Games Exemption) Notification 2008 (G.N. No. S 436/2008) — cancelled by Section 5 of this Notification.

Source Documents

This article provides an overview of the Films (Classification — Exempt Video Games) Notification 2019 for legal research and educational purposes. It does not constitute legal advice. Readers should consult the official text for authoritative provisions.

Written by Sushant Shukla

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