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

USD -
AED 3.673013
AFN 69.824515
ALL 86.361437
AMD 382.900119
ANG 1.789679
AOA 917.49714
ARS 1134.355808
AUD 1.539409
AWG 1.80125
AZN 1.696577
BAM 1.720368
BBD 2.015745
BDT 121.599156
BGN 1.720368
BHD 0.376391
BIF 2971.19233
BMD 1
BND 1.28425
BOB 6.898887
BRL 5.646697
BSD 0.998373
BTN 85.101816
BWP 13.401064
BYN 3.267186
BYR 19600
BZD 2.005366
CAD 1.37305
CDF 2865.000439
CHF 0.821469
CLF 0.024533
CLP 941.452258
CNY 7.2043
CNH 7.172595
COP 4170.119189
CRC 507.806659
CUC 1
CUP 26.5
CVE 96.991688
CZK 21.866598
DJF 177.78071
DKK 6.5651
DOP 58.961165
DZD 132.208295
EGP 49.88433
ERN 15
ETB 135.150899
EUR 0.879499
FJD 2.251796
FKP 0.739085
GBP 0.738798
GEL 2.739924
GGP 0.739085
GHS 11.031359
GIP 0.739085
GMD 72.000276
GNF 8648.45846
GTQ 7.66328
GYD 208.866605
HKD 7.832602
HNL 25.986718
HRK 6.629699
HTG 130.632889
HUF 355.269804
IDR 16246.25
ILS 3.611275
IMP 0.739085
INR 85.199498
IQD 1307.824251
IRR 42124.999986
ISK 127.660184
JEP 0.739085
JMD 158.648898
JOD 0.708981
JPY 142.534974
KES 129.023178
KGS 87.450126
KHR 3996.129657
KMF 434.496166
KPW 899.99999
KRW 1365.7197
KWD 0.30651
KYD 0.831948
KZT 510.612658
LAK 21569.248362
LBP 89450.587149
LKR 298.887276
LRD 199.665743
LSL 17.869728
LTL 2.95274
LVL 0.60489
LYD 5.454545
MAD 9.176848
MDL 17.310991
MGA 4464.08937
MKD 54.123235
MMK 2099.29213
MNT 3575.367348
MOP 8.051722
MRU 39.703567
MUR 45.710425
MVR 15.459672
MWK 1731.09909
MXN 19.238003
MYR 4.230997
MZN 63.910131
NAD 17.869728
NGN 1589.793708
NIO 36.741874
NOK 10.106302
NPR 136.163082
NZD 1.670704
OMR 0.384879
PAB 0.998373
PEN 3.652637
PGK 4.092888
PHP 55.369805
PKR 281.388398
PLN 3.741039
PYG 7964.990984
QAR 3.638739
RON 4.446199
RSD 103.109469
RUB 79.342042
RWF 1430.091921
SAR 3.750702
SBD 8.350767
SCR 14.316752
SDG 600.500712
SEK 9.532401
SGD 1.284697
SHP 0.785843
SLE 22.720239
SLL 20969.500214
SOS 570.523816
SRD 37.177501
STD 20697.981008
SVC 8.735541
SYP 13001.79373
SZL 17.865154
THB 32.50298
TJS 10.232924
TMT 3.505
TND 2.984123
TOP 2.342102
TRY 38.853499
TTD 6.786295
TWD 29.972305
TZS 2692.96741
UAH 41.440296
UGX 3644.280248
UYU 41.474249
UZS 12882.966091
VES 94.846525
VND 25954
VUV 120.843118
WST 2.68961
XAF 576.995206
XAG 0.029862
XAU 0.000298
XCD 2.70255
XDR 0.717597
XOF 576.995206
XPF 104.903901
YER 243.850194
ZAR 17.827503
ZMK 9001.201551
ZMW 27.304394
ZWL 321.999592
  • SCS

    -0.0600

    10.09

    -0.59%

  • RELX

    0.4600

    55.44

    +0.83%

  • RBGPF

    65.0500

    65.05

    +100%

  • NGG

    1.1600

    74.79

    +1.55%

  • GSK

    -0.2600

    38.66

    -0.67%

  • AZN

    0.4600

    70.41

    +0.65%

  • RIO

    0.4600

    61.58

    +0.75%

  • CMSC

    -0.0200

    21.94

    -0.09%

  • JRI

    0.0500

    12.69

    +0.39%

  • BCC

    -0.7700

    86.56

    -0.89%

  • CMSD

    0.1600

    21.89

    +0.73%

  • BCE

    0.0600

    21.53

    +0.28%

  • RYCEF

    0.1200

    11.32

    +1.06%

  • VOD

    -0.0700

    10.47

    -0.67%

  • BTI

    0.6200

    45.22

    +1.37%

  • BP

    0.1500

    29.09

    +0.52%

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