Gaming Addiction News: Why Australia’s 2025 Social Media Ban Has Critics Questioning Excluded Platforms

Discover why online gaming escaped Australia’s social media ban, explore addiction concerns critics highlight, and learn about its impact on young users’ habits.

MELA AI - Gaming Addiction News: Why Australia’s 2025 Social Media Ban Has Critics Questioning Excluded Platforms | Online gaming escaped Australia's social media ban - but critics say it's just as addictive

TL;DR: Australia’s Social Media Ban Protects Kids but Misses Gaming Platforms

In 2025, Australia banned social media for under-16s to curb harmful content and digital addiction but excluded gaming platforms like Roblox and Steam despite their addictive and social features.

• Critics argue gaming can be as harmful as social media, with risks like cyberbullying and predator access.
• Experts call for broader policies, pointing to parallels between gaming and social networks.
• Parents are urged to monitor both social media and gaming platforms for balanced digital health.

Take proactive steps to protect your family’s online habits, learn more about creating tech-free quality time with healthy lifestyle resources.


In 2025, Australia created waves in digital policy with its groundbreaking social media ban for under-16s. Platforms like TikTok, Instagram, and Snapchat were the focal point, leaving many wondering why online gaming platforms, like Roblox, Fortnite, and Steam, escaped scrutiny. Critics argue that this exclusion overlooks the equally addictive nature of gaming. Let’s explore why gaming was spared, whether it should have been, and the broader implications of Australia’s policy.


What Does the Ban Cover?

Australia’s social media restriction, touted as a world-first, prevents children under 16 from creating accounts on major platforms. The goal is to shield minors from harmful content, bullying, and addictive behaviors fostered by social media algorithms. Parents and experts applauded the intent but questioned the policy’s scope. Gaming platforms, despite their clear social features and addictive mechanics, were excluded.

Authorities claim that platforms like Discord, Steam, and Roblox do not qualify as “social media” under the law’s definitions. Social media, as per the eSafety Commissioner, refers to platforms whose primary purpose is wide-scale interpersonal interaction and content sharing. Gaming, in their view, serves primarily recreational purposes. But experts suggest otherwise.


Are Online Games Just As Addictive?

Gaming disorder is recognized by the World Health Organization (WHO) as a mental health condition. Psychiatrists like Dr. Daniela Vecchio, who operates Australia’s only public gaming disorder clinic, describe gaming as presenting risks nearly identical to social media. Excessive time spent online, exposure to harmful content, and cyberbullying aren’t limited to Instagram, they’re rampant in virtual gaming worlds.

Vecchio stresses, “Gaming isn’t harmful by nature, but its structure, rewards, achievements, and endless progression, makes it easy to lose control.” She points out parallels between highly social platforms like Roblox, where users create games for one another, and traditional social networks.

Notably, Dr. Vecchio’s clinic has witnessed a sharp rise in referrals, with over 300 children receiving treatment. A 2022 study from Macquarie University estimated 2.8% of Australian kids suffer from gaming addiction, a figure Vecchio believes is an undercount considering evolving gaming trends.


Why Were Gaming Platforms Overlooked?

The decision to exclude gaming seemed to hinge on technicalities rather than reflections of actual harm. Regulators argue that gaming platforms are fundamentally about play, not interaction. But as gaming incorporates chat rooms, social networking elements, and virtual economies, the divide between gaming and social media blurs further.

Critics like Professor Tama Leaver of Curtin University highlight the dangers of complacency. “Gaming can act as a back door for the very issues Australia aimed to address with this legislation.” For example:

  • Predator Access: Games with live chats expose children to stranger interactions, similar to unrestricted social media.
  • Harmful Content: User-generated games on Roblox or modded features in Minecraft sometimes contain adult material or exploitative themes.
  • Time Sinks: The addictive mechanisms in gaming often rival, or surpass, the scroll traps of Instagram and TikTok.

How Are Experts and Parents Responding?

Parents have voiced mixed reactions. While some welcome the new boundaries, others express confusion over why platforms like Roblox weren’t regulated. One parent noted, “My child can no longer access TikTok, but they can play ten hours of Roblox unsupervised, that doesn’t seem consistent.”

Psychiatrists like Dr. Vecchio suggest expanding the ban’s scope to include interactive gaming platforms. “An age limit of 18 for high-risk environments might better protect vulnerable minds,” she claims.

The broader tech industry has also taken notice. Some platforms, like Discord and Roblox, have been proactive, implementing age-verification systems and “teen filters” in response to rising scrutiny. Still, legal gaps persist.


What Could This Mean for Global Policy?

Australia’s policy is setting a precedent. Around the world, legislators are considering similar regulations on digital usage for minors. Europe continues to develop age-specific internet laws under its Digital Services Act. Meanwhile, tech companies are innovating to meet rising calls for safer environments.

For now, platforms like Roblox and Steam remain untouched. However, with increased awareness of gaming addiction risks, updates to Australia’s laws seem inevitable. Dr. Vecchio puts it plainly: “Regulators can’t afford to ignore rapidly evolving digital behaviors.”


Key Takeaways for Parents and Educators

  1. Monitor Usage Across Digital Arenas: It’s not just social media, keep tabs on your children’s gaming habits and the platforms they access.
  2. Understand the Risks: Features like live chatrooms, in-game purchases, and endless gameplay loops create risks comparable to traditional social media.
  3. Advocate for Stricter Oversight: With growing public pressure, governments globally are reviewing laws. Make your voice heard regarding the need for updated regulations.
  4. Leverage Parental Controls: Many platforms now offer tools to limit time, content, and interaction. Educate yourself about how to set these up.

The Role of AI in Tackling Digital Addiction

In countries like Australia, AI-powered tools are entering the conversation. These systems can monitor children’s time spent online, flag problematic behavior, and even recommend interventions. While still in their infancy, AI solutions may provide tangible ways to combat gaming and digital addiction.

If you’re keen to explore healthier, tech-savvy options, check insights and tools offered by MELA AI. Their resources aim to educate families and promote well-rounded digital health practices, while also spotlighting restaurants that align with health-first principles.


Next Steps: Responsible Digital Engagement

Australia’s social media ban delivers lessons that extend far beyond its borders. It underscores a universal truth: Technology adoption must be paired with mindful regulation. Whether or not similar bans are introduced globally, it’s essential for individuals, parents, and educators to understand the evolving relationship between youth and technology.

Take action today:

  • Review the platforms your children engage with, understanding both their functionality and risks.
  • Open dialogues with schools and communities about digital well-being policies.
  • Navigate the growing conversation about gaming and social media through trustworthy resources.

Explore opportunities to manage digital consumption safely while still enjoying its benefits. Dive into MELA CUISINES for engaging ideas on dining and tech-free family activities that support balance and health.


Frequently Asked Questions About Australia’s Social Media Ban and Digital Policy

What is the purpose of Australia’s social media ban for under-16s?

Australia implemented a groundbreaking social media ban in 2025 to restrict children under 16 from creating personal accounts on platforms like TikTok, Instagram, and Snapchat. The goal is to protect minors from exposure to harmful content, cyberbullying, and algorithm-driven addictive behaviors often seen in social media. The law aims to reduce mental health risks linked to excessive social media use, particularly in vulnerable age groups. However, the exclusion of online gaming and its social features has sparked debate, as critics argue these platforms harbor similar risks. This policy is considered a global first and has sparked discussions on digital safety worldwide.

Why were gaming platforms excluded from the ban?

Gaming platforms like Roblox and Steam were excluded from the ban because the Australian government does not define them as “social media platforms.” According to authorities, social platforms must have social interaction and content sharing as their primary purpose, whereas gaming is viewed as primarily recreational. Despite this, experts argue that gaming platforms often incorporate highly interactive and social elements, such as chatrooms and user-created content, blurring the line between gaming and social media. The decision remains contentious, with growing calls for these platforms to be scrutinized similarly. Learn more in the BBC report on the gaming exclusion.

Are gaming platforms like Roblox and Fortnite addictive?

Yes, gaming platforms can be highly addictive, particularly for children and teens. The World Health Organization (WHO) has recognized “gaming disorder” as a mental health condition. Features such as reward systems, in-game achievements, and endless gameplay loops make games highly engaging but also potentially addictive. Games like Roblox and Fortnite also involve social dynamics, often exposing users to the same risks as social media, including cyberbullying and harmful content. For a deeper understanding of gaming addiction risks, read BBC’s insights on gaming addiction.

What are the risks of excluding online gaming from regulation?

The exclusion of online gaming platforms from Australia’s social media ban leaves significant risks unaddressed. Critics warn that platforms like Discord and Roblox can act as loopholes for children to access social interactions, harmful content, or even predators. Additionally, the addictive mechanics of many games can lead to excessive screen time, a contributing factor to poor mental well-being. By ignoring these risks, Australia’s policy may fail to provide comprehensive protections for children. Regulatory updates may be necessary as gaming platforms continue to evolve, integrating social media-like features.

How can parents protect their children from online gaming risks?

Parents can take proactive steps to safeguard their children from gaming risks:

  • Monitor Usage: Keep track of the time spent on gaming platforms and the type of games played.
  • Enable Parental Controls: Many platforms like Roblox and Steam offer parental control tools to filter content and restrict playtime.
  • Educate Your Children: Discuss the potential dangers of online interactions and set clear boundaries.
  • Opt for High-Quality Alternatives: Consider games that focus on education and creativity over purely addictive mechanics.
    Taking these steps can help mitigate risks and foster safer digital habits.

Why are health experts advocating for stricter regulation of gaming platforms?

Health experts, such as Dr. Daniela Vecchio, argue that gaming shares many of the same risks as social media: addiction, cyberbullying, and exposure to harmful content. Her clinic, Australia’s only public facility treating gaming disorder, has seen over 300 children with gaming-related addictions. Recognizing gaming as a risk comparable to social media, experts are calling for comprehensive regulations that extend to interactive gaming platforms. Expanding the current ban to include gaming might provide better protection for children’s mental health.

How could AI help tackle gaming addiction?

AI-driven tools are emerging as potential solutions for addressing gaming addiction. These tools can monitor gaming habits, detect excessive use, and recommend interventions. AI can also help gaming platforms implement stricter controls, such as age verification and adaptive features that discourage prolonged gameplay. As digital technologies continue to evolve, AI could play a significant role in fostering healthier online habits for children and teens.

Could gaming platforms like Roblox or Discord face future regulation?

Experts and policymakers believe that future updates to Australia’s social media ban may include gaming platforms. As public awareness of gaming addiction increases and these platforms integrate more social features, regulators may reevaluate their exclusion. Communications Minister Anika Wells has hinted at possible scrutiny of platforms like Roblox, as gaming increasingly mirrors the risks associated with traditional social media. Changes to the law would depend on monitoring digital trends and public advocacy.

How is MELA AI addressing safe digital engagement for families?

MELA AI is not just a platform promoting healthy dining but also advocates for balanced digital habits. Through educational tools and resources, MELA AI helps families explore safer ways to engage in technology while fostering offline connections. By promoting environments that encourage both health-conscious dining and tech-free family activities, MELA AI assists parents in creating well-rounded routines for their children. Visit MELA AI – Malta Dining Directory to learn more about how it supports families and businesses.

What benefits do MELA AI-listed restaurants offer to families?

MELA AI collaborates with restaurants in Malta and Gozo to include health-conscious meals and provides tools for families to make informed dining decisions. Whether you’re a parent looking for wholesome, screen-free methods to bond or a diner seeking quality food, MELA AI provides a curated list of establishments offering balanced options. Check out the MELA AI initiative for families to explore dining venues that prioritize well-being alongside culinary excellence.

About the Author

Violetta Bonenkamp, also known as MeanCEO, is an experienced startup founder with an impressive educational background including an MBA and four other higher education degrees. She has over 20 years of work experience across multiple countries, including 5 years as a solopreneur and serial entrepreneur. Throughout her startup experience she has applied for multiple startup grants at the EU level, in the Netherlands and Malta, and her startups received quite a few of those. She’s been living, studying and working in many countries around the globe and her extensive multicultural experience has influenced her immensely.

Violetta Bonenkamp’s expertise in CAD sector, IP protection and blockchain

Violetta Bonenkamp is recognized as a multidisciplinary expert with significant achievements in the CAD sector, intellectual property (IP) protection, and blockchain technology.

CAD Sector:

  • Violetta is the CEO and co-founder of CADChain, a deep tech startup focused on developing IP management software specifically for CAD (Computer-Aided Design) data. CADChain addresses the lack of industry standards for CAD data protection and sharing, using innovative technology to secure and manage design data.
  • She has led the company since its inception in 2018, overseeing R&D, PR, and business development, and driving the creation of products for platforms such as Autodesk Inventor, Blender, and SolidWorks.
  • Her leadership has been instrumental in scaling CADChain from a small team to a significant player in the deeptech space, with a diverse, international team.

IP Protection:

  • Violetta has built deep expertise in intellectual property, combining academic training with practical startup experience. She has taken specialized courses in IP from institutions like WIPO and the EU IPO.
  • She is known for sharing actionable strategies for startup IP protection, leveraging both legal and technological approaches, and has published guides and content on this topic for the entrepreneurial community.
  • Her work at CADChain directly addresses the need for robust IP protection in the engineering and design industries, integrating cybersecurity and compliance measures to safeguard digital assets.

Blockchain:

  • Violetta’s entry into the blockchain sector began with the founding of CADChain, which uses blockchain as a core technology for securing and managing CAD data.
  • She holds several certifications in blockchain and has participated in major hackathons and policy forums, such as the OECD Global Blockchain Policy Forum.
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Violetta is a true multiple specialist who has built expertise in Linguistics, Education, Business Management, Blockchain, Entrepreneurship, Intellectual Property, Game Design, AI, SEO, Digital Marketing, cyber security and zero code automations. Her extensive educational journey includes a Master of Arts in Linguistics and Education, an Advanced Master in Linguistics from Belgium (2006-2007), an MBA from Blekinge Institute of Technology in Sweden (2006-2008), and an Erasmus Mundus joint program European Master of Higher Education from universities in Norway, Finland, and Portugal (2009).

She is the founder of Fe/male Switch, a startup game that encourages women to enter STEM fields, and also leads CADChain, and multiple other projects like the Directory of 1,000 Startup Cities with a proprietary MeanCEO Index that ranks cities for female entrepreneurs. Violetta created the “gamepreneurship” methodology, which forms the scientific basis of her startup game. She also builds a lot of SEO tools for startups. Her achievements include being named one of the top 100 women in Europe by EU Startups in 2022 and being nominated for Impact Person of the year at the Dutch Blockchain Week. She is an author with Sifted and a speaker at different Universities. Recently she published a book on Startup Idea Validation the right way: from zero to first customers and beyond, launched a Directory of 1,500+ websites for startups to list themselves in order to gain traction and build backlinks and is building MELA AI to help local restaurants in Malta get more visibility online.

For the past several years Violetta has been living between the Netherlands and Malta, while also regularly traveling to different destinations around the globe, usually due to her entrepreneurial activities. This has led her to start writing about different locations and amenities from the POV of an entrepreneur. Here’s her recent article about the best hotels in Italy to work from.

MELA AI - Gaming Addiction News: Why Australia’s 2025 Social Media Ban Has Critics Questioning Excluded Platforms | Online gaming escaped Australia's social media ban - but critics say it's just as addictive

Violetta Bonenkamp

Violetta Bonenkamp, also known as MeanCEO, is an experienced startup founder with an impressive educational background including an MBA and four other higher education degrees. She has over 20 years of work experience across multiple countries, including 5 years as a solopreneur and serial entrepreneur. Throughout her startup experience she has applied for multiple startup grants at the EU level, in the Netherlands and Malta, and her startups received quite a few of those. She’s been living, studying and working in many countries around the globe and her extensive multicultural experience has influenced her immensely.