We need your consent to load this content from rte-playerWe use rte-player to manage additional content that may place cookies on your device and collect data about your activity. Please review their details and accept them to load the content.Manage preferences
The gaming industry has experienced a meteoric rise and has changed the dynamics of the entertainment industry.
The global revenue generated by the industry is greater than the global revenue generated by the music and film industries combined.
Gaming provides endless hours of interactive entertainment and has become an extremely popular pastime in Ireland.
But do games have a harmful side?
The HSE is funding a pilot programme in four centres around the country offering support to teenagers and adults who have developed a gambling addiction.
“It’s known as internet gaming disorder and is defined by a pattern of excessive and compulsive use, leading to significant impairment,” said Alan Galvin, manager of Saoirse Addiction Treatment Centre in Limerick.
He said a lot of it has to do with overuse; “I think most people will relate to that, in terms of someone who plays incessantly or who constantly wants to play and puts aside all other activities.”
Mr Galvin said there was a clear link between gaming and betting.
“Many games are based on the premise of risk and reward, and it’s about reaching certain levels in the game to then get a payout; the same goes for gambling.
“There are games where you have to buy credits, you have to buy skins to create characters, and all of that leads to that risk/reward behavior for those who participate in it.”
Speaking to teenagers who play video games like Fortnite, Call of Duty and Rainbow Six Siege, they admitted that they spend a lot of time on their Xboxes.
“It’s fun and entertaining when you play with your friends,” said a 15-year-old boy. Would he describe it as addictive? “Yeah, I would say that; you get carried away when you’re with your friends, you’re always looking for the next win, the next victory, so yeah.”
Stuart Dempsey is the CEO of Nexus Games Conference, a networking event for gaming industry leaders held in Dublin. He said gaming has a social aspect, as it gives young people the opportunity to interact with each other online, which has proven beneficial during the pandemic.
“Gaming offered a really valuable outlet for young people when they weren’t in a position to go out, when they weren’t in a position to meet others, to go online, play some games together and stay connected, which was really valuable,” he said.
Dempsey said video games are not designed to be addictive.
“I wouldn’t say they’re designed to be addictive, I think they’re very engaging,” he compared it to a good Netflix series, where viewers become absorbed in the shows, watching episode after episode.
“I think games now are so immersive, they’re so high quality and have amazing stories that once you start playing them, you’re really tempted to keep playing them; that’s the quality.”
Players aged 14 and over are being accepted into Saoirse’s programme, which aims to work with young people in a collaborative environment.
Parents are very involved in the process, as they are the first to come to the center. “We get calls from concerned parents trying to figure out what behaviors they are seeing,” Galvin said. “They ask open-ended questions: What would I do? What can I do?”
Counselors assess whether what is happening is a problem and, if it is, they work with the youth to build a relationship with them.
The program begins with the young person documenting how much time they spend gaming online and then attempting to realistically reduce it or reintroduce other activities.
The gambling program runs alongside a gambling addiction program and parents are provided with a support worker so that the family, counselor and support person work collaboratively.
Like movies, video games have age ratings to protect children from content that is considered harmful, but can the video game industry do more?
Mr Dempsey said any industry committed to children could always do more.
He said the video game industry takes a proactive approach. “I know that dealing with a number of companies personally is a priority for them. For example, when we showcase video games at our consumer shows and work with publishers, they are very strict about who we allow to play those games. If a game is 18+, we have to make sure that area within our event is cordoned off and that those under 18 cannot play or view the games.”
It is not known how large or widespread the problem of gambling addiction is in Ireland. At the moment, the HSE is funding these pilot programmes to get ahead of the situation.
Saoirse’s Mr Galvin agrees that many children, teenagers and adults play video games and that doesn’t mean they are addicted. “We’re not saying gaming is wrong, we’re just saying that everything should be done in moderation.”