Addictive behaviours and substance misuse “There’s a lot of peer pressure being young. You can think if others are doing that then I need to do that too, which can cause
a lot of negativity.” Aiden, 12 years old
In healthy amounts, many behaviours (such as gambling money or video – PC, condoles, mobile, or online – gaming), or the use of substances, are not likely to cause short-term or long-term harm. Gaming When used with healthy boundaries, gaming can be a positive experience and help young people look after their wellbeing. Young people told Young Minds that playing video and online games can be a way to relax and unwind after school or work or from everyday life, socialise and connect with existing or new friends, learn new skills, and enjoy a common interest with a community (230). Gaming can also give children with certain disabilities opportunities to practise useful skills in an environment where they can go at their own pace (231). Examples include skills such as motor skills, communication, social interaction, and organisation. But for some young people, gaming can start to take control over their time and stop them from doing other hobbies. It might also get in the way of essential tasks such as eating, sleeping, and exercising, which can negatively affect their mental health (230). Some types of gaming also risk exposure to violent, graphic, or sexualised content. Such content, especially when highly realistic (including augmented reality and virtual reality games), can have a negative emotional impact on children. This is especially true of pre-adolescents (232).
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