New Regulations Proposed to Address Gaming Addiction Amongst Youth

New Regulations Proposed to Address Gaming Addiction Amongst Youth

New Regulations Proposed to Address Gaming Addiction Amongst Youth

Government officials have revealed that they are contemplating the implementation of time and spending restrictions on online and real money games in order to combat gaming addiction among children and young adults. This approach, which has already been adopted in China, has gained consensus in recent meetings of the ministry of electronics and information technology where the Information Technology Rules of 2021 were extensively discussed.

Rather than relying on self-regulatory organizations (SROs) to certify games as permissible or non-permissible, imposing time limits is seen as a more effective measure, according to an official from the IT ministry. The concern is that SROs could be influenced by industry interests, making it less desirable for them to make policy decisions, particularly when the well-being of many young children is at stake.

India is currently the largest gaming market globally, with approximately 570 million active gamers. Out of this staggering number, about 140 million gamers have paid for games or utilized real money in some form, as indicated by a joint report by Winzo, a real money gaming company, and the Interactive Entertainment and Innovation Council (IEIC). Furthermore, it is estimated that Indian users downloaded over 9.5 billion gaming apps on their mobile devices last year.

If the new regulations to impose time and expenditure limits on online and real money games are implemented, gaming companies will be required to establish mechanisms to ensure that players adhere to these limits. For instance, the maximum amount of money that can be spent by a player per day could be determined based on their previous spending habits and age.

The IT ministry aims to collaborate with the gaming industry to develop practical solutions for enforcing these regulations. While the rules for the gaming industry were announced in April 2023, allowing 90 days for gaming companies to establish an SRO, none of the proposed SROs met the government’s criteria of being free from industry influence. As a result, the government is now exploring alternative measures to address gaming addiction and safeguard the well-being of young players.

Here are some additional facts and relevant information about the topic:

1. Other countries have also implemented measures to address gaming addiction among youth. For example, South Korea has had regulations in place since 2011 that restrict the playing time for young gamers.

2. The World Health Organization (WHO) recognized “gaming disorder” as a mental health condition in 2018. This further emphasizes the need for addressing gaming addiction and its impact on mental well-being.

3. Research has shown that excessive gaming can lead to negative effects, such as poor academic performance, social withdrawal, and physical health issues like obesity.

4. One key challenge in implementing time and spending restrictions is determining the appropriate limits for different age groups and individuals. Finding a balance between protecting young players and allowing healthy engagement with games is crucial.

5. Controversies may arise around the effectiveness of these regulations and their potential impact on the gaming industry. Some argue that strict limitations could hinder players’ enjoyment and freedom of choice, while others believe it is necessary to protect vulnerable individuals.

Advantages of implementing time and spending restrictions:

– Can help prevent gaming addiction among children and young adults.
– Provides a framework for responsible gaming and healthier habits.
– Promotes a balanced lifestyle by encouraging individuals to engage in other activities.

Disadvantages of implementing time and spending restrictions:

– May limit the autonomy and freedom of players to make their own choices.
– Could potentially impact the revenue and growth of the gaming industry.
– Difficulties in accurately measuring and enforcing the limits on online platforms.

Suggested related link: BBC – Gaming addiction: ‘I thought I was going to die’

The source of the article is from the blog radiohotmusic.it