China has been in an ongoing battle for many years now with something that divides opinion largely along generational lines: online gaming.
The country's cultural and Internet authorities have recently stated that they intend to draw up China-specific criteria for diagnosing minors' addiction to online gaming. The goal is early intervention, so that at-risk teenagers can be identified. This, of course, is only the most recent step in a long and storied history of authorities trying to deal with the perceived threat of gaming addiction.
Already, measures have been taken to keep minors out of Internet cafes and correctional boot camps dot the country.
Admittedly, parents and authorities do tend to worry about any new youth-specific trend that pops up – comic books and rock and roll come to mind. With online gaming, part of the fear might be founded given the countless stories of gaming-induced malaise in China and abroad. But on the other hand, our lives are moving online and gaming is a new form of play that could be just as socially admirable as being good at sports or a musical instrument in the future.
Most importantly, if it's something that kids enjoy doing, then they should be allowed to experience this joy in a way that's healthy and responsible. Ostracizing the activity will only serve to make many feel marginalized, which in turn would hinder the chance of helping a person who has a gaming problem from knowing how to find a way out.
I say this because I wonder how the news of criteria for gaming addiction sounds to the people who love their "World of Warcraft." Correctional boot camps already have a bad rap, given reports of severe punishment and even deaths. Inhumane treatment aside, I don't think militaristic tactics to change a gamer's behavior sends the right message, and I hope further steps are taken to stop treating them as problem children.
In general, Chinese youth seem pretty squeaky clean compared to a lot of Western high-schoolers. They don't smoke or drink as much, and recreational drug use is far less common. Most don't even date (although I'm sure they think about it). One thing they do more is study. Another is play computer games, it would seem.
In effect, playing computer games is a pretty rebellious act in this country.
It's crucial then that as a diagnostic for identifying addiction is outlined, the measures taken to correct this habit are something that these "rebellious" teens can accept and might even turn to before an intervention has to occur – be it by authorities or parents. Even though they're young and impulsive, I think teens know when an activity is harming them. If they knew that they could correct their behavior through supportive help that doesn't feel like punishment, they would have a chance to take the very adult-like step of finding a way out on their own.
A good start would be peer-help groups and counsellors (who keep the problem confidential) at schools. One thing problematic gamers need to have is a way out that feels friendly, not hostile.