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  Games  Video Games & Social Media Ban: Researchers Warn of Potential Impact on Gamers
Games

Video Games & Social Media Ban: Researchers Warn of Potential Impact on Gamers

Andrew LudgateAndrew Ludgate—October 13, 20250
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Digital media experts are suggesting that online video games may eventually fall under the federal government’s proposed social media restrictions aimed at users under the age of 16. Currently, the ban does not apply to platforms whose primary function is to facilitate gaming among users. However, Brendan Keogh, an associate professor at the Queensland University of Technology’s Digital Media Research Centre, pointed out the ambiguous nature of the definitions surrounding the ban. Keogh expressed uncertainty about how flexible the definitions could be altered by government officials, raising concerns within the gaming industry about the permanence of the exclusion for online games.

Contents

  • 1 Concerns About Game Moderation and Industry Implications
  • 2 Arguments Against Expanding the Ban
  • 3 Industry Perspective on Regulation and Safety
  • 4 Advocating for Safety Rather Than Prohibition

Concerns About Game Moderation and Industry Implications

Recently, eSafety Commissioner Julie Inman Grant acknowledged that she had reached out to various online gaming platforms, including Roblox and Lego Play, to inform them that their services could be subject to the ban. Marcus Carter, a professor specializing in human-computer interaction at the University of Sydney, criticized Roblox for its inadequate moderation of extremist content shared by users. He noted that while this represents a risk for younger players, any prohibition would merely redirect them to alternative gaming options. Carter referred to a shift in gaming trends, stating that while children previously gravitated toward Fortnite, many are now engaged with Roblox, and in a few years, they will likely transition to yet another game, questioning whether the commissioner intends to continuously impose bans on every new platform.

Arguments Against Expanding the Ban

Professor Carter argued that the potential risks associated with online gaming do not warrant the inclusion of video games in the social media ban. He emphasized that the positive social, creative, and intellectual advantages of gaming for youths far outweigh the risks. He suggested that parental involvement in children’s gaming activities would be more beneficial than outright bans, which he deemed an excessive reaction.

Industry Perspective on Regulation and Safety

The Interactive Games and Entertainment Association released a statement asserting that video games are already governed by the National Classification Scheme, which sets clear standards regarding age suitability and content. Ashley Ringrose, the founder of Australian game development company SMG Studios, expressed that he was not overly concerned about the potential loss of business due to the ban, noting that only a small fraction of their market is based in Australia. As a father, he highlighted that SMG Studios designs games with safety as a priority, implementing measures to restrict personal information sharing among young players.

Advocating for Safety Rather Than Prohibition

While Professor Carter advocates for enhanced safety measures in online gaming, he believes that a ban is not a viable solution. He argued that such a prohibition would eliminate the chance to develop “safety by design” features, which are essential for improving the online experience for children. He asserted that banning these platforms is not the appropriate approach to creating a safer digital environment for young users.

Andy Ludgate
Andrew Ludgate

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