Back

Australian Under-16 Social Media Ban Excludes Gaming, Sparks Debate on Child Safety

Source Article
Generated on:

Australia's Social Media Ban and Gaming Platforms

Australia has implemented a social media ban for individuals under 16 years of age, effective Wednesday. The ban applies to ten specified social media platforms, including Instagram, Snapchat, and X. However, online gaming platforms were excluded from this legislation.

Concerns Regarding Gaming Addiction and Online Safety

Critics and health professionals have raised concerns regarding the exclusion of gaming platforms, citing similar risks to those addressed by the social media ban. Dr. Daniela Vecchio, a psychiatrist who established Australia's only publicly-funded gaming disorder clinic in Perth, noted that gaming and social media are often interconnected. Her clinic assists patients, such as 15-year-old Sadmir Perviz, in managing excessive online gaming habits through activities like board games. Sadmir, who previously spent up to 10 hours daily on online gaming platforms, has transitioned to face-to-face interactions.

Kevin Koo, 35, a former patient at the clinic, reflected on the lack of internet restrictions during his youth and stated that a social media ban could have influenced his early access to online content. Gaming disorder is officially recognized by the World Health Organization. A 2022 Macquarie University study indicated that approximately 2.8% of Australian children are affected by gaming disorder, though Dr. Vecchio suggests the number at risk may be higher.

Specific Platforms and Age Assurance Measures

Platforms such as Discord and Roblox have been identified as particular areas of concern by experts and parents. These platforms have faced claims of exposing children to explicit or harmful content and are subject to child safety lawsuits in the United States. In response, Roblox introduced new age assurance features in Australia weeks prior to the social media ban, with a global rollout planned for January. Discord also implemented age checks for certain features earlier this year and introduced a new "teen-by-default" setting for Australian users concurrently with the ban.

Legislative Framework and Expert Critique

The Australian government stated that the ban aims to protect children from harmful content, cyberbullying, online grooming, and "predatory algorithms." The Australian Federal Police have also highlighted chatrooms on these sites as potential environments for radicalization and child exploitation.

However, the eSafety Commissioner clarified that platform selection for the ban was not based on "safety, a harms or risk-based assessment." Instead, platforms were included if their "sole or significant purpose" was online social interaction between two or more users, if they allowed interaction among some or all users, and if they permitted user content posting. Gaming platforms were excluded on the basis that their primary purpose is not social-media style interaction.

Professor Marcus Carter, a human-computer interaction expert at the University of Sydney, described the legislative approach as "reactionary" and questioned its effectiveness. Professor Tama Leaver, an internet studies expert at Curtin University, suggested the ban is "too blunt a tool" and advocated for a more nuanced approach, including for gaming platforms. He noted the wide spectrum of gaming experiences, from positive creative spaces like Minecraft to platforms like Roblox, which he described as "enabling tools for other people to make games," some of which may be accessed by young people despite appearing adult-oriented. Experts emphasize the need for age-appropriate regulation across all online environments.