INTERNET ONLINE GAMING (Monitoring in Local Area Network shops)
Parliament of Singapore · 18 October 2005
Official Report, 18 October 2005, Vol 80, Issue 13 · Open in the reader (summaries, search, filters)
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INTERNET ONLINE GAMING:
(Monitoring in Local Area Network shops): 11.
Mdm Ho Geok Choo asked the Minister for Information, Communications and the Arts (a) how is Internet online gaming in LAN shops being monitored in Singapore; and (b) whether his Ministry has any statistics on (i) the profile and number of visitors to these LAN shops; (ii) the number of hours spent in these LAN shops by each visitor; and (iii) the revenue from such gaming activities; and (c) if so, if his Ministry will provide these statistics.
The Senior Minister of State for Information, Communications and the Arts (Dr Balaji Sadasivan) (for the Minister for Information, Communications and the Arts): Mr Speaker, Sir, the interest and concern on youth engaged in Internet on-line gaming in the so-called LAN shops reflects the popularity of such games. Video gaming is not new, as game arcades have been in existence for many years. LAN shops are simply arcades offering access to on-line games. These shops are regulated by both the Police and the Media Development Authority (MDA). The Police Licensing Division
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regulates LAN shops under the Public Entertainments and Meetings Act, which defines public entertainment to include "any computer games centre in any place to which the public or any class of the public has access". Therefore, a LAN shop, as a computer games centre, must have a public entertainment licence and comply with its conditions. Amongst these are strict conditions restricting admission of students and any persons below the age of 16 years during school-hours. Further, only computer games approved by MDA are allowed.
LAN shops are also licensed under MDA's Class Licence as an Internet service reseller for providing online gaming through Internet access. Besides gaming, customers could also engage in other activities, such as checking emails, surfing the worldwide web and conducting online transactions. Under the terms of the Class Licence, access to undesirable websites is also curtailed.
LAN shops are however not required under both regulatory frameworks to provide statistics on their revenue or the profile and usage patterns of their customers. Hence, the Police Licensing Division, IDA and MDA do not have the statistics requested by Mdm Ho. IDA's and MDA's efforts in promoting the online gaming industry are directed at the creation and deployment of content and, hence, jobs and value added for the economy, not promoting more gaming per se . IDA has always advocated moderation in online gaming in its promotion and public communication campaigns. MDA is also looking into the possibility of a classification system for computer games.
To complement regulatory safeguards, there are also various initiatives to provide advice and support to individual users in cultivating good Internet and on-line gaming habits. The Cyber Wellness Task Force (CWTF) of the National Internet Advisory Committee (NIAC) is promoting
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a cyber wellness culture to encourage the adoption of sensible, proper and beneficial use of the Internet.
There are also efforts by the TOUCH Community Services that seeks to bring the message of cyber wellness to students in Singapore . Through their "Cyberspace Risks & where U Seek Help" (CRuSH) programmes, they have educated, trained and spread online messages to over 60,000 students in more than 60 schools.
The industry is also doing its part to tackle this issue. As early as 2003, the industry itself recognised the danger of online gaming addiction. Singapore 's LAN gaming centre association, the Private Network Alliance (PNA), has made it their social responsibility to set up a monitoring system to track the usage of individual customers and have trained staff to identify and counsel customers who seem to spend too much time online.
Global trends indicate that Internet and online gaming are here to stay. We cannot prevent people from playing online games. The solution lies in inculcating in people the right values so that they can exercise discretion and good judgement while enjoying these games. In this respect, industry, schools, parents and the Government all have significant roles to play in order to allow the development of on-line gaming as a healthy pastime, especially for our youths.
Mdm Ho Geok Choo: Thank you, Minister, for the comprehensive response. Sir, it would appear that the initiative has actually so far to-date been taken by the industry players. With the possibility of the cyber wave industry growing, is it not time for MICA to actually coordinate these efforts with players like PNA and even the Parents Advisory Group for the Internet to publish data for the awareness of the
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public so as to better monitor the developing trends and therefore enable us to better address any concerns before issues get blown up, especially after we have read so much about the long hours and habits ---
Mr Speaker: Mdm Ho, no long speeches, please.
Mdm Ho Geok Choo: --- in Korea and China having a very negative impact? Therefore, would the Minister care to comment?
Mr Speaker: Mdm Ho, what is your question? You are making a speech, not asking a question.
Mdm Ho Geok Choo: Sorry, I am asking my question now. Could the Minister please comment whether MICA would indeed be making an effort towards this direction and, also, whether there would be any intention to conduct a study on the social implications of too much time spent by students on such gaming activities?
Dr Balaji Sadasivan: Internet gaming has both its good aspects and bad aspects. It is a form of pastime. It nurtures curiosity in the young and there are many life skills that can be learned playing these games. On the other hand, playing too much can lead to a lack of social life, social interaction, and could affect studies, these are concerns of parents. So we have been working with the parents' group, for example, the Parents Advisory Group for the Internet (PAGi) is cognisant of this. They support the Cyber Wellness Task Force's recommendation for the need for balance on the Internet and stress the importance of personal user responsibility for positive online gaming experience. So far, PAGi has not received any instance of complaint from parents against LAN shops. But we will be monitoring this. We think that what is required is a
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balance and, clearly, parents have a responsibility in monitoring the activities of their children.
Source: Singapore Parliament Official Report (Hansard) for 18 October 2005. Republished on SGParliament.