The China Mail - Video game hub Japan confronts problem of addiction

USD -
AED 3.67315
AFN 62.999749
ALL 82.659231
AMD 377.229897
ANG 1.790083
AOA 916.999866
ARS 1391.756035
AUD 1.443689
AWG 1.8025
AZN 1.687314
BAM 1.685671
BBD 2.013678
BDT 122.977207
BGN 1.709309
BHD 0.377585
BIF 2965
BMD 1
BND 1.28264
BOB 6.908351
BRL 5.156903
BSD 0.999815
BTN 92.79256
BWP 13.597831
BYN 2.973319
BYR 19600
BZD 2.010774
CAD 1.38884
CDF 2294.999792
CHF 0.793725
CLF 0.023122
CLP 913.110139
CNY 6.87275
CNH 6.877835
COP 3667.29
CRC 464.839659
CUC 1
CUP 26.5
CVE 95.495361
CZK 21.144502
DJF 177.719959
DKK 6.446405
DOP 60.502706
DZD 132.760217
EGP 53.517664
ERN 15
ETB 156.112361
EUR 0.86271
FJD 2.257401
FKP 0.758501
GBP 0.751265
GEL 2.689838
GGP 0.758501
GHS 10.999544
GIP 0.758501
GMD 73.500451
GNF 8779.999838
GTQ 7.648319
GYD 209.250209
HKD 7.837705
HNL 26.559099
HRK 6.4965
HTG 131.237691
HUF 330.587992
IDR 16932.1
ILS 3.13645
IMP 0.758501
INR 92.662097
IQD 1309.682341
IRR 1318874.999731
ISK 124.580274
JEP 0.758501
JMD 158.120413
JOD 0.708983
JPY 158.749506
KES 130.050371
KGS 87.45021
KHR 4010.508699
KMF 426.749669
KPW 899.943346
KRW 1515.460056
KWD 0.30942
KYD 0.833229
KZT 475.292069
LAK 21952.502481
LBP 89550.000137
LKR 315.172096
LRD 183.849906
LSL 16.944967
LTL 2.95274
LVL 0.60489
LYD 6.374999
MAD 9.325041
MDL 17.611846
MGA 4230.341582
MKD 53.166304
MMK 2100.405998
MNT 3572.722217
MOP 8.072575
MRU 40.130449
MUR 46.81039
MVR 15.450373
MWK 1737.000163
MXN 17.838903
MYR 4.026965
MZN 63.960201
NAD 16.944959
NGN 1380.360078
NIO 36.794904
NOK 9.715595
NPR 148.468563
NZD 1.737725
OMR 0.384504
PAB 0.999836
PEN 3.478666
PGK 4.323975
PHP 60.227971
PKR 278.954626
PLN 3.69595
PYG 6493.344193
QAR 3.645288
RON 4.3973
RSD 101.273022
RUB 80.307306
RWF 1463.214918
SAR 3.753556
SBD 8.042037
SCR 13.909862
SDG 600.999539
SEK 9.41532
SGD 1.2833
SHP 0.750259
SLE 24.549721
SLL 20969.510825
SOS 571.374393
SRD 37.364054
STD 20697.981008
STN 21.117322
SVC 8.748077
SYP 110.747305
SZL 16.786116
THB 32.637026
TJS 9.560589
TMT 3.51
TND 2.934847
TOP 2.40776
TRY 44.478497
TTD 6.785987
TWD 31.986991
TZS 2589.999881
UAH 43.749677
UGX 3724.309718
UYU 40.637618
UZS 12144.744043
VES 473.27785
VND 26335
VUV 120.24399
WST 2.777713
XAF 565.390002
XAG 0.013228
XAU 0.00021
XCD 2.70255
XCG 1.801759
XDR 0.710952
XOF 565.351019
XPF 102.791293
YER 238.650235
ZAR 16.84473
ZMK 9001.204871
ZMW 19.270981
ZWL 321.999592
  • CMSC

    0.0900

    21.99

    +0.41%

  • NGG

    2.2400

    86.84

    +2.58%

  • BCC

    -0.7700

    75.08

    -1.03%

  • GSK

    0.8000

    55.99

    +1.43%

  • BCE

    0.1400

    25.38

    +0.55%

  • RYCEF

    0.9500

    16

    +5.94%

  • RIO

    1.5200

    94.81

    +1.6%

  • JRI

    0.2200

    12.52

    +1.76%

  • CMSD

    0.0500

    22.15

    +0.23%

  • RBGPF

    -13.5000

    69

    -19.57%

  • RELX

    0.0800

    33.23

    +0.24%

  • BTI

    -0.5800

    57.89

    -1%

  • VOD

    0.1100

    15.13

    +0.73%

  • AZN

    3.5100

    200.73

    +1.75%

  • BP

    -0.8300

    46.17

    -1.8%

Video game hub Japan confronts problem of addiction
Video game hub Japan confronts problem of addiction / Photo: © AFP/File

Video game hub Japan confronts problem of addiction

From Super Mario to Final Fantasy, Japan has long been synonymous with gaming, but some experts and parents fear a growing addiction problem is going unaddressed.

Text size:

While nearby nations like China and South Korea have imposed drastic restrictions on youth gaming in recent years -- with mixed results -- some Japanese families feel they are being left to deal with the issue on their own.

Each month, a group meets in Tokyo to swap stories and strategies for tackling their children's gaming habits.

"My only comfort is that he has been keeping his promise to stay offline overnight," one father says, as another confides their child has been attending a rehab day camp.

The group's founder, Sakiko Kuroda, says children in Japan now start playing video games early in primary school, and pandemic restrictions mean many are playing for longer.

Many parents do not know how to deal with the issue, and there is "a lack of action by the government and the gaming industry," said Kuroda, who started the group in 2019 as an informal meet-up.

"People come from across the country to take part, as this kind of self-help gathering is rare in Japan."

The World Health Organization describes "gaming disorder" as behaviour that results in "significant impairment" of areas like relationships, education or work, and lasts at least a year.

As gaming can overlap with other online activities like social media use, it is hard to quantify the problem, though anecdotal evidence from doctors suggests more families in Japan are worried -- particularly since the pandemic.

- 'Playing all night' -

An education ministry survey this April showed that 17 percent of children aged six to 12 spend more than four hours a day gaming -- up from nine percent in 2017, with a similar jump seen among those aged 12 to 15.

"Games have clever systems to lure people into continuing to play... including constantly updated apps and virtual money," said Mia Itoshiro, who works with a group that gives seminars on preventing gaming addiction.

"Parents are increasingly consulting us saying 'my children can't go to school because they're tired after playing all night'."

China in November announced it had "solved" youth gaming addiction by limiting the time children can play online games to just three specified hours a week, enforced through facial recognition software and ID registration.

Meanwhile, South Korea last year removed a decade-long ban on PC-based online gaming for children under 16 between midnight and 6:00 am, which local media had branded outdated and ineffective.

Japan has had no similar rules, and even a much-debated 2020 local ordinance that banned under-18s from playing more than an hour on weekdays had no enforcement mechanism.

Parents and experts say gaming can tip into obsessive behaviour in children because of other problems, including Covid-related stress or bullying.

The mother of a 13-year-old girl told AFP that video games became a "lifeline" for her daughter when she was struggling at school.

When she tried to take away the girl's tablet, her daughter, then 10, replied: "If you deprive me of this, I'd want to die."

"I was shocked to hear her say something like that," the mother said.

Others who have experienced gaming addiction also say it became a lifeline for them during times of struggle.

- Underlying problems -

Takahisa Masuda, now a 46-year-old social worker, plunged into gaming as a bullied middle school student, and he believes the escape mechanism saved his life.

"I had thought about killing myself, but I wanted to finish Dragon Quest," Masuda told AFP.

By the time he had, he felt strong enough to face his tormentors, and he committed to his studies, eventually realising his goal of working in the gaming industry.

So, while parents are often inclined to ban gaming or remove devices, Susumu Higuchi, a doctor and director of the Kurihama Medical and Addiction Centre, instead offers children counselling to tackle underlying problems.

His clinic also provides offline activities from art and cooking to sports, intended to open patients up to other hobbies and social situations.

He wants the government and industry to do more to prevent children from becoming addicted in the first place.

"Discussing gaming and online tools requires a balance," Higuchi said.

"But at the moment it seems to me that measures to rein in the negative aspects are dwarfed by the promotion of gaming."

Q.Moore--ThChM