Video Games with Simulated Gambling to be Restricted to Adults-Only in Australia
The Albanese government in Australia has announced substantial changes to the video game industry, particularly concerning games that offer simulated gambling. The decision was made following a meeting of the Standing Council of Attorneys-General, where all states agreed to implement new age restrictions on games that involve gambling-like content.
The updated guidelines, which will take effect in September next year, will allow the industry sufficient time to adjust to the changes. Under these new regulations, computer games that simulate gambling, including virtual casinos, will receive an R18+ (adults-only) classification. Games featuring in-game purchases with elements of chance, such as paid loot boxes, will be classified as M and not recommended for children under 15.
The government’s decision is based on concerns about the potential harm caused to children exposed to gambling-like content in video games. The Australian Institute of Family Studies conducted research that revealed young individuals exposed to simulated gambling in video games are 40 percent more likely to engage in gambling later in life.
Communications Minister Michelle Rowland emphasized the government’s commitment to protecting vulnerable Australians, including children, from the harms associated with gambling. She stated, “Research shows that children exposed to gambling-like content may be more vulnerable to gambling harm later in life – and we are determined to intervene early to keep children safe.”
The implementation of stricter age restrictions and classification of video games with gambling-like content is a significant step toward safeguarding young individuals from potentially addictive behaviors. By restricting access to these games to adults, the Albanese government aims to minimize the exposure and influence that such content can have on vulnerable individuals. The decision also highlights the government’s efforts to ensure the responsible and ethical development of the video game industry.
While the announcement has been met with support from advocates of child protection and responsible gaming, it has also sparked discussions about the overall impact of video game content on young minds. Critics argue that the onus should not solely be on the classification and restriction of games but also on educating parents and guardians about the potential risks associated with excessive gaming and exposure to certain content.
The Albanese government’s decision aligns with other countries that have taken similar steps to regulate video games featuring gambling-like elements. By implementing stricter age restrictions and classifications, countries are acknowledging the potential impact of these games on vulnerable individuals and taking proactive measures to mitigate any harm.
As the video game industry continues to evolve, it is essential for governments and regulatory bodies to monitor emerging trends and adapt their policies accordingly. Striking a balance between entertainment and responsible gaming practices is crucial to ensure a safe and enjoyable experience for all individuals, especially young players who may be more susceptible to the influence of gambling-like content.
The Albanese government’s commitment to protecting vulnerable Australians, particularly children, from the potential harms associated with gambling in video games sets an important precedent for other nations. It serves as a reminder that the well-being and safety of users should always be at the forefront of industry practices and regulatory decisions.