

ustralia’s social media restrictions for under-16s have renewed debate about where social media ends and online gaming begins.
While major social platforms are covered by the restrictions, many gaming and gaming-related services remain accessible to younger users. Critics argue this distinction may overlook some of the same risks policymakers are attempting to address through the social media ban.
Online games increasingly incorporate social features including messaging, voice chat, user-generated content and large online communities. Concerns include exposure to harmful content, cyberbullying, contact with strangers and, for a smaller proportion of users, problematic or disordered gaming.
Gaming disorder is recognised by the World Health Organization, although playing video games frequently does not by itself constitute a disorder.
Australia’s rules are based on how platforms are legally classified rather than simply an assessment of whether a service presents potential harm. This means platforms primarily considered gaming services can fall outside the restrictions even when they contain substantial social functionality.
The boundaries are already evolving. Twitch, where gaming and social interaction frequently overlap, was subsequently added to the services covered by the restrictions, while Australian authorities have also been examining platforms such as Roblox.
The debate highlights a broader challenge for online safety regulation: modern digital platforms rarely fit neatly into categories such as “gaming” and “social media.” For young people in particular, gaming can simultaneously be entertainment, a social space and an online community.
Read the full article on BBC.

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