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HSE funds gaming addiction pilot programme

The HSE is funding a pilot programme in four centres around the country offering support to teenagers and adults who have developed a gaming addiction
The HSE is funding a pilot programme in four centres around the country offering support to teenagers and adults who have developed a gaming addiction

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The games industry has seen a meteoric rise and has changed the dynamics of the entertainment industry.

Global revenue generated by the industry is greater than the global revenue generated by the music and movie industries combined.

Gaming provides endless hours of interactive entertainment and it has grown to become an extremely popular pastime in Ireland.

But is there a harmful side to gaming?

The HSE is funding a pilot programme in four centres around the country offering support to teenagers and adults who have developed a gaming addiction.

"It's referred to as an internet gaming disorder and it's defined by a pattern of excessive and compulsive use, which leads to significant impairment," said Alan Galvin, manager of the Saoirse Addiction Treatment Centre in Limerick.

He said a lot of it is to do with excessive use; "I think most people will identify with that, in terms of somebody gaming incessantly or constantly wanting to game and parking all the other activities."

Mr Galvin said there is a distinct link between gaming and gambling.

"A lot of games are built on the premise of risk and reward, and it's about achieving certain levels in the game and then you get a payout - no different to gambling.

"There are games where you have to buy credits, you have to buy skins to build characters, and all of that leads to that risk/reward behavioural piece for those that are engaging in it."

Talking to teenagers who play video games like Fortnite, Call of Duty, and Rainbow Six Siege, they admitted to spending a lot of time on their Xboxes.

"It's fun and entertaining when you play with your friends," said one 15-year-old boy. Would he describe it as addictive? "I would yeah; you do get carried away when you're with your friends, you're always hunting for the next win, the next victory, so yeah."

Stuart Dempsey is CEO of Nexus Games Conference, a networking event for leaders in the games industry that takes place in Dublin. He said there is a social aspect to gaming, providing young people with a chance to engage with one another online which was beneficial during the pandemic.

"Gaming offered a really valuable outlet to young people when they weren't in a position to go out, when they weren't in a position to meet each other, to actually jump online, play some games together and stay connected which was really valuable," he said.

Mr Dempsey said video games are not designed to be addictive.

"I wouldn't say they are designed to be addictive, I believe they are very engaging." He compared it to a good series on Netflix where viewers become engrossed in the programmes, watching episode after episode.

"I think games are so immersive now, they're such good quality with incredible story lines that once you do start playing them, you are really enticed to keep playing them, such is the quality of them."

Gamers aged 14 and over are being accepted on to the programme at Saoirse, which aims to work with young people in a collaborative setting.

Parents are very much involved in the process as it is parents who approach the centre in the first place. "We are getting calls from concerned parents trying to figure out the behaviours that they are seeing," Mr Galvin said. "They are asking open questions; What would I do? What can I do?"

Counsellors assess if what is happening is a problem and, if it is, they work with the young person to build a rapport with them.

The programme begins with the young person documenting how much time they are spending online gaming and then aiming to realistically reduce that or to reintroduce other activities.

The gaming programme is run alongside a gambling addiction programme and parents have a support worker so that the family, counsellor, and support person all work in collaboration.

Like films, video games have age ratings to protect children from content that's considered harmful, but can the games industry do more?

Mr Dempsey said any industry engaged with children can always do more.

He said the games industry does take a pro active approach. "I know that dealing with a number of companies personally, it's a very high priority for them. For example, when we run video games at our consumer shows and we work with publishers, they are very strict around who we allow play those games. If a game is over 18 years of age, we have to make sure that that area, within our event is cordoned off, and that people under 18 are not allowed play the games, they are not allowed view the games."

It is not known how big or widespread the problem of gaming addiction is in Ireland. Right now, the HSE is funding these pilot programmes to get ahead of the game.

Mr Galvin from Saoirse agrees that many children, teenagers and adults play video games and it is does not mean they are addicted. "We're not saying gaming is wrong, we're just saying everything in moderation."