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Internet gaming disorder is a very prevalent issue in today's society. 3 percent of Australian children and adolescents meet the threshold for Internet Gaming Disorder. 6 in 10 young people aged 8 to 17 play multiplayer games daily. An estimated 17% of multiplayer gamers have experienced in-game bullying. While playing online games isn't a huge issue the time spent and the addictive nature of these games can affect kid's everyday lives. Bullying is highly evident during these games and not many young kids know how to deal with it.

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Youth and Online Gaming- State of Play Information

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Youth and Online Gaming- State of Play Information

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Online gaming is a popular hobby for many young individuals (think e-sports, multiplayer gaming. The dangers of participating in such activities are various; 50% of gamers report playing with strangers they do not know. Nearly 2/10 people have also experienced in-game bullying (chat functions might enable this!).

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3 per cent of Australian children and adolescents are meeting the threshold for Internet Gaming Disorder, and up to 10 per cent gaming in a way that is considered hazardous or problematic use.

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1/2 of 8-17 year old gamers have played with people they have not met in person, or know their real identity.

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Those who were bullied online approached the problem differently e.g. some turned off the chat function, ignored the bullying, whilst others stopped playing the game.

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42% of young people responded to online game bullying by turning off the chat function, 41% completely ignored the bullying, while 38% of young people completely stopped playing the game.

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Around 17% of multiplayer gamers have experienced some form of online bullying and are shown to respond in a variety of ways such as: turning off functions that allow negative communication, ignoring the bullying or changing games. There is also a high number who report the bullying to formal channels that deal with this inappropriate behaviour. It is interesting to note how different online bullying is with gaming and how people react in such different ways.

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Online games have transformed solo play into a social activity, being able to create connections, friendships, and competitive environments online.

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With 6 in 10 young people aged 8-17 play these online games, an estimated 17% of these young people experience in game bullying, 42% turn off the chat settings so they don't see the comments, 41% ignore the comments and 38% stop playing the game.

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Online gaming is a popular activity in this growing technological generation. 6/10 children, aged between 8 and 17 have participated in the use of online multiplayer games. 50% of these children that participate in online gaming have played with people they have not met in person.

This can be dangerous as there are lots of people on the internet who are there for the wrong reasons. This is why anonymity is an important aspect of online gaming.

Bullying is also prevalent in these online games, which can create a variety of other issues. More than 200,000 young Australians have been victims of in-game bullying, further highlighting just how important anonymity really is when it comes to online gaming.

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The E-Safety Report discusses the growth of the gaming industry alongside antisocial behaviours online. Its effect on Australian youth is therefore significant!

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Online game playing among teens and kids

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Online game playing among teens and kids

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kids

83% played a game online

49% played with people they have not met

43% played with people they have met

Teens

79% played a game online

57% played with people they have not met

51% played with people they have met

of these 60% are boy and 40% are girls