What are ‘immersive’ and ‘addictive’ technologies?
2 Psychosocial harms of immersive technologies
Support for those with gaming disorder
Control over healthy use of social media and other apps
Cyber-bullying, harassment and grooming
Risks of grooming through in-game chat
Exposure to age-inappropriate or harmful content
3 Financial harms of immersive technologies
Disordered levels of spending on games
4 The role of data, design and business models
Collection and use of user data
Data sharing and integration between games and social media
Other design features in games
How games incentivise spending in free-to-play
Advertising-funded social media
Role of distribution platforms and app stores
5 Supporting responsible design and industry initiatives
User-generated content and interaction
Challenges for legislators and regulators
Diversity in workforce and output
Industry initiatives to promote a more diverse workforce
Conclusions and Recommendations
Appendix 1: Visits in support of the inquiry
Appendix 2: Data collected and shared between Facebook and other platforms
List of Reports from the Committee during the current Parliament
Published: 12 September 2019