Australia's Social Media Ban: Gaming's Surprising Exclusion
Online gaming escapes the net, but is it any less addictive?
In a surprising twist, online gaming has evaded Australia's recent social media ban, leaving many to question why. While the ban aims to protect under-16s from the potential harms of social media, critics argue that gaming platforms pose similar risks and should be included.
A Ritualistic Escape
For 15-year-old Sadmir Perviz, Wednesday afternoons have become a sanctuary. He travels from his home in Perth to the Fiona Stanley Hospital, not for medical treatment, but to engage in a captivating game of Dungeons & Dragons with like-minded individuals. This weekly ritual is a stark contrast to his previous routine of playing online games for 10 hours a day.
Sadmir is one of the 300 patients at Australia's unique gaming disorder clinic, a publicly-run haven helping individuals break free from excessive online gaming habits. The clinic offers a simple yet powerful solution: face-to-face board games like Jenga, Uno, and Sushi Go, fostering real-life connections and interactions.
Gaming's Addictive Nature
Dr. Daniela Vecchio, the psychiatrist behind the clinic, acknowledges that gaming itself isn't inherently harmful. However, she emphasizes that it can become an addiction, sharing similar risks with social media platforms. Both can lead to excessive time spent online, potential exposure to predators, harmful content, and bullying.
The ban, which came into effect on Wednesday, prevents teens from having accounts on 10 social media platforms, including Instagram, Snapchat, and X. But gaming platforms, where users can spend just as much time and interact with others, have been left out of the equation.
But here's where it gets controversial: Why the distinction?
Dr. Vecchio finds the omission odd, stating that gaming and social media are interconnected, making it difficult to separate them. Gamers often spend excessive time on social media platforms, interacting with other gamers or live-streaming their gameplay.
Platforms like Discord and Roblox have raised concerns among experts and parents alike. These platforms have been accused of exposing children to explicit or harmful content and are facing lawsuits related to child safety in the US.
The Wild West of Internet Usage
Former gaming clinic patient Kevin Koo, 35, reflects on his own journey, questioning whether a social media ban could have altered his path. Growing up with unrestricted internet access, he believes the damage has already been done.
Koo's story highlights the complexity of the issue. He lost his job before the pandemic and, with no family nearby and irregular work, turned to online gaming as a coping mechanism, comparing it to substance abuse.
Dr. Vecchio agrees, suggesting that the social media ban should be expanded to include gaming and raised to apply to 18-year-olds. Gaming disorder is now recognized by the World Health Organization, and studies indicate that around 2.8% of Australian children are affected, with some experts believing the number at risk is even higher.
A Flawed Approach?
The Australian government's ban aims to protect children from harmful content, cyberbullying, online grooming, and predatory algorithms, among other threats. However, critics argue that these issues are also prevalent on gaming platforms.
The legislation enforcing the ban has been criticized for not selecting platforms based on safety or risk assessments. Instead, it focuses on three criteria related to social interaction, which gaming platforms often don't meet.
And this is the part most people miss: The fine line between gaming and social media.
Experts argue that the law is flawed, with Professor Marcus Carter of the University of Sydney calling it 'incompetent and reactionary.' He believes the government should focus on helping children navigate these platforms rather than implementing a blanket ban.
Professor Tama Leaver of Curtin University agrees, suggesting a more nuanced approach is needed. He highlights the diverse nature of gaming, ranging from positive and creative spaces like Minecraft to platforms like Roblox, which he describes as a series of tools enabling others to create games that may not be suitable for children.
The Need for Regulation
The issue extends beyond gaming platforms. AI chatbots, for instance, have been scrutinized for their potential to manipulate users and even encourage harmful behavior. The phenomenon of AI psychosis, where individuals become convinced that imaginary scenarios are real, further emphasizes the need for regulation.
The government has promised to review the list of banned platforms, recently adding Twitch, a streaming platform popular among gamers. While the eSafety Commissioner has expressed interest in Roblox, the ban remains a work in progress, described as a 'treatment plan' that will evolve.
As the demand for safer online spaces grows, so does the need for comprehensive solutions. The gaming disorder clinic, despite its efforts, faces the challenge of turning away families due to limited resources.
Dr. Vecchio emphasizes the importance of protecting children from harmful interactions online, regardless of the platform. The debate continues, leaving many to wonder: Is the current approach enough to safeguard Australia's youth?