man enjoying retro video games in arcade

Seeking a Solution to Gaming Addiction in Japan

Japan’s Legal Response to Gaming Addiction

In 2022, the Takamatsu District Court in Japan issued an ordinance addressing concerns about gaming addiction. In the meeting, the court decided that the local government was authorized to place a limit on video game playing. The ordinance states that families have to set rules on how many hours their children can play, limiting them to 60 minutes per day on school days and 90 minutes on non-school days (Kyodo News). Those who defended the ordinance stated that the World Health Organization recognized that gaming addiction was a syndrome that had to be addressed for the physical and mental well-being of young people. Those who are against the ordinance have stated that the internet can be a positive thing, as it promotes education and creativity. What makes Japan different from other nations is that it has implemented many effective measures to address gaming addiction. Although they have a growing number of Hikikomori cases, there is an increasing interest on a local and government level to recognize the issue of gaming addiction.

The Gaming Industry’s Role in Prevention

The gaming industry in Japan has taken many measures to address gaming addiction. One of the ways is through the regulation of games and recognition of the possibilities of addiction. Clearly, developers benefit from people who are addicted to their games because it provides profit. However, in Japan, game developers are becoming conscious of the negative effects of the issue and are promoting responsible gaming. Some developers have begun to incorporate in-game warnings to encourage players to take breaks. The CESA association has created guidelines for game developers to promote healthy habits, such as taking breaks from games (France-Presse). The association has made it important that game mechanics should include adequate pacing and rewards to avoid addiction or excessive play. Also, they’ve promoted clear age ratings and descriptions that inform parents and players about the nature of the game. These, combined with parental controls, allow for the prevention of gaming addiction.

Public Awareness and Government Research

The Japanese government has focused on creating many public awareness campaigns over the past few years. These campaigns inform the public about the risks of gaming addiction, with a particular focus on reaching parents (Dooley and Hida). These campaigns serve to provide information on the nature of gaming addiction and provide tools that teach people how to game responsibly. Additionally, there have been many discussions about implementing time limits for online gaming outside of local courts. The idea has been circulating in the government that gaming should be restricted to children to lower the possible negative effects gaming could have on their mental and physical well-being. However, these ideas are still being debated as there are many pros and cons to internet usage that must be taken into consideration. As a result, the government has continued to support research on gaming addiction to understand its origins, effects, and causes. The Japanese government will likely continue to shape its laws and opinions on gaming based on public discourse and future research into the addiction.

Personal Reflection on Gaming Addiction and Mental Health

I believe that the Japanese government will continue to press on the issue of gaming addiction, especially as Hikkikomori, young adults who isolate themselves at home and excessively use video games, continue to grow in numbers. However, I think the issue lies in the recognition of the mental illness that requires attention to understand the growth of gaming addiction. Since Japan struggles to recognize the importance of mental health and lacks the necessary tools, such as counseling, there is likely little care or tools towards issues of addiction.

Author

  • Daylene Arias Alonso

    Daylene Arias Alonso is the founder and editor-in-chief of The Floating Subculture, a digital magazine exploring Japanese culture, society, history, media, and subcultures. They currently teach in the Asian Studies program at Florida International University, where their work examines Japanese visual culture, video games, fashion, identity, and contemporary society. Their research interests include Japanese subcultures, folklore, game studies, and the ways media reflects cultural change. Through The Floating Subculture, they aim to create an accessible, collaborative space for thoughtful cultural analysis and student-driven writing on Japan.


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