As the federal government’s proposed social media ban gains momentum, confusion reigns around its scope. Which platforms will be included? Will exemptions apply in certain situations? And what of online gaming, one of the most popular pastimes among Australian children?
With wide support from major political parties, it’s only a matter of time until Australia legislates a minimum age requirement for using social media. Under the proposed law, social media will be off-limits for children under the age of 16.
It’s a move that’s garnered criticism from experts, including Dr Taylor Hardwick, a Postdoctoral Research Fellow at the University of Sydney, who researches online safety and video game monetisation aimed at children.
“[The government is] trying to rush it through parliament without really key bits of information, like how the age verification mechanisms will function or the definition of social media that they’ll be applying, which is where games come into it,” she said. “I think [a ban] would be ultimately a poor move for children – removing them from their social context is ultimately harmful.”
Although the social media ban appears to have enough political support to get up, not all politicians are in agreement. Critics from across the political spectrum, including Nationals senator Matt Canavan and Greens senator Sarah Hanson-Young, have raised concerns about rushing legislation through without broader consultation.
Video games are the modern playground
For many Australian children, video games are an accessible medium for socialising. Opponents of the social media ban fear that it could take that vital form of connection away.
Dr Hardwick recently co-authored an article on The Conversation with Professor Marcus Carter, arguing why video games should be exempt from any potential social media ban. A core argument centred on the central role that video games now play in children’s social lives.
93% of Australians aged 5-14 play video games, while the majority of children have positive experiences playing online, according to research from the eSafety Commissioner.
“A lot of kids go home, they’ll jump on Minecraft and Roblox, and they’ll chat to their friends, their family,” Dr Hardwick said. “That’s just a really key activity for Australian children.”
Minecraft, the widely popular game that gives players a virtual sandbox to make their own creations, has also been acknowledged for its positive impact in classrooms. Aside from its educational benefits, Dr Hardwick described stories of children building houses in Minecraft for parents as “being the new macaroni necklace hung up on the fridge”.
The concern then turns to the dearth of alternative activities for children if the in-discussion social media ban encompasses video games.
“If you’re going to take away this digital playground, if we call it that, what are you replacing it with?” Dr Hardwick asked. “What do you expect kids to go home and do?”
“They may not live in a space where it’s safe for them to play on the street or near parks, there may not be these other alternatives.”
Labelling the current talk of legislation as “not the best forethought out policy” she called on policymakers to also consider investment in public infrastructure and mental health services.
The underbelly of online gaming
Based on the research, video games provide a largely positive experience for children and young Australians. However, it does come with its own set of downsides. From in-game monetisation to access to potentially age-inappropriate content, there are risks to consider.
Roblox has faced accusations of exploiting young players through its monetisation system, and was recently blocked in Turkey over concerns about access to harmful materials.
“Roblox in particular has some really predatory ways of engaging children, keeping children engaged, and spending is one of those modes of engagement,” Dr Hardwick said. “If you spend money in a game, there’s more likelihood that you have an emotional buy-in to continue playing the game and spending money.”
Simulated gambling is another major topic the video game industry has wrestled with for years. A 2021 Four Corners report highlighted the contentious topic of loot boxes, in-game rewards that provide a chance to earn a coveted item. Loot boxes’ random-chance nature drew comparisons to gambling, sparking discussion about whether children should have access to games featuring the mechanic.
In response, the Australian Classification Board recently changed its system to clearly label games with random-chance rewards that can be bought with real money. Games like EA Sports FC, which has a mode based on buying in-game card packs, now come with a minimum “M” rating, meaning they’re not recommended for players under the age of 15.
What can be done to minimise harm online?
Regardless of the implementation of any social media or online gaming ban aimed at children, it’s widely viewed as difficult to enforce. Instead, Dr Hardwick believes that arming parents and children with knowledge is a more viable way of maximising safety online.
One practical step is “creating really clear parental controls and providing parents with the knowledge and resources on how to use those controls.”
“Most digital games have actually pretty good parental controls,” she said. “It’s just that the parents don’t necessarily know how to engage with them.”
Parental controls consist of a collection of settings that can limit a child’s access to certain games and content. In addition to age-based restrictions, these controls can also prevent unauthorised purchases and monitor playtime.
Major platform holders like Nintendo, Xbox, and PlayStation implement parental controls at a system level. Here’s where you can find resources on how to use them per platform:
As talks progress on the social media ban, Communications Minister Michelle Rowland announced that the Australian federal government will legislate a “Digital Duty of Care”. It’s aimed at placing the responsibility of minimising harm on digital platforms instead of taking a reactive approach.
“The duty of care will put the onus on industry to prevent online harms at a systemic level, instead of individuals having to ‘enter at their own risk’,” Minister Rowland said.
Dr Hardwick encouraged the government to include children as part of the legislation discussions, like the eSafety Commissioner’s approach to providing advice about online gaming.
She believes that those impacted the most by the social media ban have largely been excluded from the consultation process so far.
“I think it’s a really unfortunate lost opportunity to not be engaging with young people in these conversations about what they’d like to see,” Dr Hardwick said.
“I just think we could be a little bit more creative and collaborative with the solutions.”
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