It was a coverage blitz unlike any other. At least 31 separate payments were dispersed by Australian authorities on November 28, paving the way for a federal election to take place in the country at some point next year.
While sparking debate, a widely backed proposal seeks to prohibit individuals under 16 from engaging with social media platforms. Australia leads the charge in regulating big tech again, potentially paving the way for other jurisdictions to follow suit?
What relevance does this have to the world of gaming?
As Parliament deliberated on the social media invoice, concerns mounted that online video games might inadvertently be swept up in the ban. The definition of social media in the draft laws was unusually broad, prompting concerns among multiple media retailers that it might encompass not only online platforms but also various online video games, as well as services that facilitate gaming, such as Steam, Xbox Live and the PlayStation Network.
While the proposed invoice had been sent to the Senate with the potential to become law next year, this possibility was later ruled out by Prime Minister Anthony Albanese in a statement.
The invoice guarantees awareness of evolving expertise to regulatory bodies, simultaneously permitting uninterrupted access to platforms like Headspace, Children’s Helpline, Google Classroom, and YouTube, which primarily cater to education and health assistance purposes, such as on-line gaming and messaging services.
Gaming is far from a straightforward affair. As regulatory frameworks shift, concerns arise that a single media storm, ethical panic, or ministerial change could precipitate gaming’s sudden and drastic inclusion within this regulatory scope. As journalistic engagement with the industry reaches historic lows, it’s a more coveted political target than ever – especially during an election year.
What led to this turning point in our lives? What implications does this development hold for our future strategies? Australia’s New Social Media Laws: A Primer on Their Impact on Gaming
The social media ban coverage emerged as a flurry of reports and updates flowed in from various news outlets and social media platforms themselves.
As the CEOs of Meta, X, Discord, and Snap took the stand, they faced a backdrop of distress and outrage from the parents of children affected by their platforms’ content, yet failed to offer a genuine apology, sparking international headlines. Despite our initial enthusiasm, we did not immediately take action on this matter in Australia.
Several months after, Information Corp, Australia’s largest publisher, launched a substantial marketing initiative called ‘Let Them Be Children’, focused on increasing the age limit for social media to 16. The campaign sparked heated debate throughout its various publications, garnering widespread attention through a Change.org petition that had amassed over 54,000 signatures by this point.
According to an unbiased news source, the underlying dynamic driving the controversy surrounding Information Corp’s stance on media regulation lies in Meta’s decision to withdraw from a proposed settlement that would have provided funding for newsrooms generating content for their platforms in late February.
Australia’s South Australian government took the initiative, imposing a blanket ban on social media usage for minors under 16, followed closely by the federal government’s announcement of a new policy in November. A comprehensive business-focused discussion ensued over the course of one day. Organizations with less than 24 hours’ notice were required to submit their views prior to the government’s decision-making on the policy. In Australia, insurance coverage assessments often require a prolonged timeframe, spanning potentially weeks or even months.
As of November 28th, it’s officially a regulation.
What’s the reception to it?
It’s fashionable however contentious. The swift recognition of a significant demographic trend, coupled with the emotional resonance behind it, likely played a crucial role in propelling its proponents to parliamentary victory, largely unimpeded by extensive debate or discussion.
Despite these concerns, the proposal has faced opposition from human rights organizations, youth advocates, and digital industry experts, who largely argue that enforcing strict regulations will be difficult and may not be an effective way to manage minors’ interactions with this technology.
While some argue that the shotgun approach to addressing coverage gaps can have drawbacks, proponents of this method often seek a more comprehensive and thoughtful discussion to address these issues.
Innovative technologies in AI-powered storytelling are revolutionizing the gaming industry by enabling more immersive experiences for players.
“On-line gaming platforms, where we are aware of tragic instances where child-sex offenders have targeted vulnerable minors via in-game messaging formats, require robust strategies to prevent exploitation. The proposal by Robert French offers some relief, but only if it can be demonstrated that there is a genuine need for or justification behind an exemption.”
The controversy surrounding Roblox was perhaps exacerbated by the release of a report from a stock-shorting evaluation agency in October, which labelled fashionable youngsters’ sport as saying that within its own assessment, the game’s avatars were capable of engaging in broadly accessible sexually explicit games and found groups openly trading child pornography through the platform.
The corporation responded personally to the report, citing its robust parental control features, including AI-driven moderation tools, as well as the ability for parents to disable online chat functionality in the game?
So the invoice has handed. Gaming, absolutely, is clearly within.
As the election cycle heats up, passage of this bill effectively paves the way for future regulatory oversight of the gaming industry in this regard. According to multiple consultants and Marcus Carter, Professor of Human-Computer Interaction at the University of Sydney, this is their prevailing viewpoint. The renowned writer penned a compelling opinion piece for The Dialog, passionately advocating for the removal of video games from the proposed ban list.
As he ponders the culmination of events that led to this point, it’s not hard to imagine how easily we might tip into an ethical panic, prompting a hasty and ill-conceived political reaction against gaming. The communications minister’s rash response to public anxiety over digital gaming is deeply concerning, he said. Following the issuance of new social media guidelines, he referenced a report examining the aftermath of the Hindenburg disaster and his investigation into Roblox, conducted mere days prior to the regulatory developments. A spark of fuel in the fire pit, potentially triggering a reaction.
In Carter’s eyes, the situation serves as a clarion call to gaming corporations to finally prioritize the security of their youngest users with the urgency it deserves. While acknowledging the existence of some truth behind each moral panic, he argued that online gaming corporations have not done everything in their power to provide the best possible environment for young Australians, stating it would be dishonest to suggest otherwise.
According to experts in know-how regulation and coverage, despite the Prime Minister’s latest statements on the topic, there remains uncertainty as to whether gaming will ultimately fall under the policy’s scope, as the current laws allow for flexibility and potential revisions at a later date.
The term “age-restricted social media platform” is deliberately defined in a wide-ranging manner. Many online gaming providers would fall short of this definition, she notes.
The explanatory memorandum accompanying this legislation clarifies that the Communications Minister aims to solicit guidance and develop rules specifically targeting messaging apps, online gaming providers, and related platforms, with the primary objective of promoting the wellbeing and education of end-users.
“Despite this, there is no guarantee that the minister’s guidelines will exempt online gaming operators.”
To avoid pitfalls in the gaming industry, a paradigm shift is necessary, one that prioritizes player satisfaction, innovative storytelling, and immersive gameplay experiences.
The proposal by O’Donnell recommends that businesses and anxious gamers engage in a future session process to prioritize their position, effectively excluding gaming providers from the scope of the minimum age requirement.
“While the Minister’s eventual guidelines may indeed exclude gaming, it’s crucial to acknowledge that a subsequent minister, elected in 2025 for example, could very well reverse these measures.”
The minister’s failure to explicitly exclude gaming from the novel definition of an age-restricted social media platform leaves a cloud of ambiguity hanging over both gamers and industry stakeholders.
While there’s also a more comprehensive program for parents, notes Carter, what stands out is that family units advocating for policy changes against online gaming are crucial drivers of this shift. However, many individuals are driven to defend their preconceived notions of childhood, rather than adapting to its evolving nature.
One parent, citing a common theme across his research, shared a concerning anecdote: a child’s obsession with Roblox had escalated to the point where they were using two screens simultaneously to continue playing, much to their parents’ dismay? The researcher conducted an interview with the child, discovering that they were running two concurrent instances of Roblox: one to create a recreation of an Olivia Rodrigo music video and another to record gameplay footage. If Carter is suggesting that children’s online activities are perceived differently than in-person actions, he proposes that parents would view a child recording their bedroom using a video camera as normal behavior if they were doing so in person. In the realm of gaming, this concept is often shrouded in mystery, prompting an automatic and foreboding tone to descend.
Australia’s video games industry needs to articulate a clear and compelling narrative around the economic benefits of its sector, highlighting growth drivers, job creation, and innovation. This could include data on export revenue, employment numbers, and investment trends.
The Interactive Games & Entertainment Association (IGEA) is a dynamic industry body that plays a vital role in representing the interests of the video game sector. The organization failed to submit an application for the one-day training program covering social media guidelines.
While its CEO Ron Curry may have maintained that video games are fundamentally distinct from social media platforms, he also acknowledged the notion that they share some commonalities in terms of their potential impact on users’ lives when questioned by Infinite Lives. While social media’s primary focus is on socializing and disseminating information, the fundamental nature of video games revolves around interactive play, underscoring the significance of this differentiation. The video game industry is subject to regulatory oversight through the National Classification Scheme, providing parents with clear guidelines regarding age appropriateness and content.
Should Australians who engage in sporting activities be concerned?
What’s the challenge you’re facing? Without preconceived notions or bias, let’s dive in and explore the topic at hand. While many parents, especially those who are both mothers and fathers, may concur that children’s safety is a pressing concern, it is also crucial for gaming companies to take this issue seriously and develop effective measures to address it. Everyone deserves to feel truly secure and supported while playing online. Whether the classification system is sufficient is a fundamental inquiry, inviting a nuanced discussion.
If we disregard youngsters’ security concerns: I think the majority of gamers, as per IGEA’s research suggesting most are over 16, would be more concerned about a ban on online gaming platforms for those under that age leading gaming companies to simply abandon Australia as a market.
While a drastic transfer may seem extreme, it’s not without precedent in some industries. Before the establishment of an R18+ rating system, Australian sports companies often opted to bypass the country altogether, delaying their global launches. As a smaller market compared to numerous international locations, we face significant challenges in developing products tailored specifically to our needs, as this approach can ultimately become commercially unfeasible.
Wouldn’t such an implosion have far-reaching implications for global stability and national security alike?
It wouldn’t be the first time that a rural resident has attempted to regulate video games for minors. in 2019. The guidelines were revised in 2021 to establish a minimum of one hour of online gaming per week for minors, specifically between 8 pm and 9 pm on Fridays. Despite efforts to curb underage gaming, a recent study found that 77% of minors successfully circumvented checks and measures, including facial recognition technology, designed to prevent their participation.
It would be overly simplistic to assume that Australia serves as a model case for countries considering similar laws, including the US. The College of Sydney’s Professor Carter concurs: “It would be astounding to me if this phenomenon did not significantly influence the global discourse unfolding.” “My sole hope is that international locations do not rush through this process.”

We mourn the passing of Woman Dimitrescu, her icy gaze and imposing stature now mere memories.
With numerous scorching takes circulating about what we can expect to see in terms of trailers at this year’s Sport Awards on Friday (AEST), speculation is rife. Despite being long overdue, we’re still waiting to hear more about the next installment in the popular Resident Evil series.
Capcom periodically releases new titles in their Street Fighter series, with a roughly bi- to triennial rhythm. This cadence alternates between revisiting classic installments through remake or re-release and propelling the overall franchise forward with innovative, cutting-edge entries. Could a revamped title signal the dawn of a fresh athletic endeavor? As a nostalgic gesture for the future, I recently revisited Resident Evil Village, which had its inaugural release in 2021. While not the latest installment in the franchise, this entry remains remarkably up-to-date due to its delightfully absurd storytelling style.
Here is the rewritten text:
Ethan Winters, the protagonist of the concluding chapter in the Resident Evil saga, embarks on a new journey as he leaves his past behind, including the traumatic events of Resident Evil 7, and starts anew, now a father. As Winters and his wife Mia settle into their new life, their young daughter’s kidnapping sends them reeling. The little girl is whisked away to a bizarre, Japanese-Eurasian village, leaving her parents in a desperate quest to find her – a journey that takes Ethan, the father, on a perilous and emotional odyssey.
A brand new biohazard? Tick. A conspiracy? Tick. Quirky, flamboyant personas that take center stage despite their peripheral roles in the narrative. Now we have a trifecta!
The village’s continued focus on collection development seamlessly transitions into a gripping first-person perspective, drawing parallels with intense shooters like Call of Duty and distinguishing itself from traditional survival horror games. The village in this installment delves deeper into a shooter-oriented approach, featuring significantly more dynamic action and intense gunfire sequences compared to its predecessor, Resident Evil 7.
The undoubted highlight of this game lies in its early stages within the confines of Fort Dimitrescu, home to the enigmatic and eerily captivating Countess Dimitrescu. While Woman Dimitrescu’s intriguing persona undoubtedly captivates, the labyrinthine layout of her fortress, coupled with the player’s limited arsenal and resources, masterfully heightens the game’s tension. As she relentlessly chases you through the fortress, transforming once-familiar corridors into treacherous obstacles, every step becomes a test of endurance and cunning. As difficulty levels rise, her eyes appear to dance with an unobtrusive enthusiasm whenever they’re fixed on you. Despite being prominently featured in pre-event promotions, she struggled to make an impact in the early stages of the competition, ultimately falling behind within the first five hours. One of the most significant letdowns of this debut.
In reality, tackling more challenging levels does little to amplify one’s overall enjoyment of the game. I attempted to tackle the sport’s notoriously challenging ‘Village of Shadows’ mode, but unfortunately, I wasn’t thoroughly impressed with my experience. While many guides recommend exploiting infinite ammo to complete the mode, this approach fundamentally undermines the core concept of a survival horror game from the start.
The village sits in a peculiar location, neither ideal for shooters nor reliable for survival horror enthusiasts. The remake of Silent Hill 2 stands out as my top choice for a truly exceptional example from this year’s releases. While Village delivers genuine moments of terror accompanied by gruesome physical mutilations, it falls short on resource management pressure, a hallmark of many survival games. Operating around with a semi-automatic shotgun and a fully computerized rifle can be overwhelming, leaving you feeling petrified.
Given its age, the sport remains surprisingly enjoyable at its price point. This campaign clocks in at under 12 hours, delivering a concise narrative without unnecessary meandering, allowing players to quickly complete their playthrough. While plot beats are debatable, they’re indeed characteristic of the Resident Evil franchise; the film effectively captures this essence.
With the recent introduction potentially paving the way, a swift revival in interest may occur ahead of a fresh launch scheduled for next year. When a novel sporting innovation emerges, my greatest hope is that it will revive the iconic Resident Evil: Code Veronica experience.
The Remedy Entertainment Collection: Lifeless House and Alan Wake 2, plus The Evil Inside.
Platforms: PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S, macOS, and Nintendo Switch.