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Australia's social media ban excludes gaming platforms, sparking debate

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Australia enforces under-16 social media ban, omits gaming platforms

Australia has implemented a first-of-its-kind ban on social media for users under 16, blocking access to platforms like Instagram, Snapchat, and X. However, gaming platforms-where many teens spend significant time-remain exempt, drawing criticism from mental health experts and parents.

Gaming disorder clinic highlights risks of excessive play

At Fiona Stanley Hospital in Perth, 15-year-old Sadmir Perviz attends a weekly Dungeons & Dragons session as part of treatment at Australia's only publicly funded gaming disorder clinic. The clinic serves around 300 patients struggling with compulsive online gaming.

Sadmir, who once spent up to 10 hours daily gaming online, now prefers board games like Jenga and Uno. "You get to roll the dice instead of clicking a button," he says. "You actually know who's there."

Dr. Daniela Vecchio, the clinic's founder, argues that gaming and social media are deeply intertwined. "The individual who plays games excessively also spends excessive time on social media," she says. "It's a way to connect."

Experts question exclusion of gaming platforms

The government's ban targets platforms based on their primary purpose-social interaction-rather than potential harms. Gaming platforms like Roblox and Discord, which have faced lawsuits over child safety concerns in the U.S., were excluded because their main function is gaming, not social networking.

Roblox recently introduced age-verification checks in Australia, while Discord rolled out a "teen-by-default" setting for local users. However, critics argue these measures fall short of addressing risks like exposure to harmful content, grooming, and radicalization.

"It doesn't make much sense. Gaming and social media are so interconnected."

Dr. Daniela Vecchio, psychiatrist

Critics call ban a 'band-aid' for deeper issues

Professor Marcus Carter of the University of Sydney dismisses the ban as "reactionary" and ineffective. "Social interaction isn't a bad thing," he says. "We're putting a band-aid on a bullet wound."

Tama Leaver, a professor of internet studies at Curtin University, warns that gaming platforms vary widely in safety. While games like Minecraft foster creativity, others like Roblox expose young users to adult-oriented content. "Roblox isn't a game-it's a tool for others to make games," he notes.

The eSafety Commissioner has acknowledged that the ban wasn't based on a "harms or risk-based assessment," fueling further debate.

Former patient warns of AI and gaming's psychological toll

Kevin Koo, 35, a former gaming clinic patient, describes his addiction as akin to substance abuse. After losing his job pre-pandemic, he spent years immersed in online gaming and AI chatbots, which he says exacerbated his mental health struggles. "I got free rein on the internet," he recalls. "The damage was already done."

Koo now advocates for face-to-face therapy, warning that AI chatbots-some marketed to children as young as three-can distort reality. "I'd Google my symptoms and confirm them with ChatGPT," he says. "It's not the same as talking to a human."

Government defends evolving approach

Communications Minister Anika Wells has called the ban a "treatment plan" rather than a cure, noting that the list of restricted platforms may expand. Twitch, a gaming-focused streaming platform, was added to the ban in late November, and Wells hinted that Roblox could be next.

Meanwhile, demand for the gaming disorder clinic's services is growing, but Dr. Vecchio lacks the resources to meet it. "Children need to be safeguarded," she says. "The legislation is excluding platforms where they interact with potential harm."

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