Children and Young People: Digital Technology

Viscount Colville of Culross Excerpts
Thursday 17th January 2019

(5 years, 3 months ago)

Lords Chamber
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Viscount Colville of Culross Portrait Viscount Colville of Culross (CB)
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My Lords, I too thank the noble Baroness, Lady Kidron, for securing this debate. I rise to express my concern about one particular way in which the internet can adversely affect children’s health—online gaming addiction, which has already been mentioned by the noble Baroness, Lady Greenfield.

Gaming on the internet is enjoyed by millions of adults and children across the world. For them, it is the most wonderful form of stimulation, and a way to interact with friends and family. But for a minority of young players it can turn into an addiction. It mainly affects young men aged 12 to 24, and the results can be devastating. They can play up to 16 hours a day and their escape into a virtual world can devastate their lives, their schooling and their family. Games are becoming ever more complicated, with ever more attractions, and as a result they are becoming ever more addictive.

I would like to share with your Lordships the case of one young addict. Let us call him Troy. He reported to his local child and adolescent mental health services at the age of 15, suffering from long-standing low mood and suicidal thoughts. The therapist discovered that for the past year he had been gaming for up to 15 hours a day. Not surprisingly, he was becoming isolated and lived as a recluse, reluctant to leave the house for any reason. His single-parent mother tried to restrict his excessive gaming, but stopped when he threatened suicide.

Troy was diagnosed with internet gaming disorder. The therapists set him a reduction plan and encouraged him to develop activities beyond the game. But, after initial success, he was encouraged by fellow players to go back. Soon he was back up to 14 hours a day. When at the start of the new term he was forced to stop playing, he became so distressed that he tried to jump out of his bedroom window. Doctors discovered that Troy's levels of brain stimulation, from extended online gaming, were similar to those of people who had taken amphetamines and other stimulants. The addiction can lead to depression, paranoia and difficulty in enjoying the simple pleasures of life—eating, walking or meeting friends.

This and other case studies are just anecdotes, but this form of addiction is so new to psychiatrists and to policymakers that, although they are aware of the increasing problem, they do not have a definitive way of measuring its extent. The World Health Organization is considering including gaming disorder in the international classification of Diseases 11 at the May meeting of the WHA. Its inclusion will be a vital step in enabling clear diagnosis of the condition, and in providing a standardised tool for comparing the problem in different countries. I urge the Minister to ensure that the Government support this move.

As policymakers in this country grapple with the issue, they can take some guidance from China and South Korea, where gaming addiction is widespread among young men. They are working with parents and schools to raise awareness and prevent the spread of the addiction. But Asian policymakers are also working with manufacturers to reduce the addictivity of games. They have had some success: one game now sends a message warning the player of how long they have been playing; another can be set to time out after a certain number of hours. This work needs to be put on a more systematic basis. We already have regulation for sex and violence in games; this should be extended to regulating their addictivity as well.

If and when we leave the EU, I suggest that the Government investigate how EU regulations in this area would work. They should bring together stakeholders to rate the addictivity of existing games and horizon-scan new games. This could be done through a new regulatory body, but I hear the groans from DCMS at the great difficulty of doing that. Maybe we should just extend the remit of the Gambling Commission to cover gaming. These regulations could certify games with a score, warning players of their addictive nature. They could also work on preventive measures to ensure that vulnerable children are protected, particularly during their teenage years. Above all, they could co-ordinate work with gaming companies to build in more ethical design. It would create a win-win situation, encouraging trust in the companies and allowing all players to have an entertaining time playing games rather than becoming addicted. I urge the Minister to act now before further damage is done to our young people.