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ESI East Java distinguishes between gaming addiction and esports training for children

| Source: ANTARA_ID Translated from Indonesian | Social Policy
ESI East Java distinguishes between gaming addiction and esports training for children
Image: ANTARA_ID

Screen time in the context of athlete development cannot be equated with digital addiction.

Surabaya — The Provincial Board of E-Sports Indonesia (ESI) East Java has clarified the distinction between gaming device addiction and esports athlete training for children, following the Ministry of Communication and Digital Affairs (Komdigi) policy to restrict social media access for those under 16 years old, effective 28 March 2026.

“We have already disseminated this to parents and children. Roblox is not a competitive game at the professional level. It is a casual game and has no bearing on the achievement record of young athletes,” said Daniel Agung, Daily Chairman of ESI East Java, in Surabaya on Tuesday.

The policy is based on the Ministry of Communication and Digital Affairs Regulation (Permen Komdigi) Number 9 of 2026 and Government Regulation (PP) Number 17 of 2025, which regulate access restrictions to digital platforms for children.

Athlete training is conducted through structured schedules, performance improvement targets, and coach evaluations with parental oversight.

“Screen time in the context of athlete development cannot be equated with digital addiction,” he said.

Using devices for structured training is considered to have clear objectives, differing from unlimited entertainment consumption that could potentially disrupt the balance of a child’s life.

According to ESI East Java, the separation between social media platforms and esports competition spaces is also important. Social media platforms generally have addictive algorithms, open interactions, and content that is not always relevant to athlete development goals.

Nevertheless, ESI East Java encourages an approach based not only on restrictions but also on education. Athlete development is directed towards instilling sportsmanship, competitive ethics, and digital literacy from an early age.

In its implementation, ESI East Java emphasises three pillars of child protection: the role of parents as primary supervisors, academies or clubs as developers of healthy training environments, and organisations as setters of standards and competitive ethics.

ESI East Java also stated that the development of athletes under 16 years old is conducted in stages, beginning with the introduction of healthy gaming, motor skill development, teamwork, and emotional readiness before entering more serious competition.

In principle, ESI East Java supports the government’s policy on the management of electronic systems for children, whilst ensuring that the process of developing and identifying young esports athlete talent continues sustainably.

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