SENSITIZATION PROGRAMME FOR PUBLIC SCHOOLS ON UNDERAGE GAMING

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The Gaming Commission of Ghana undertook a sensitization program on underage gaming in public schools within the La Dade Kotopon and Ledzokuku Municipal Assemblies on October 23 to November 10, 2023.The sensitization programme aimed at creating awareness and educating minors on the harms of underage gaming, its effect on their academic performance and curbing underage gaming in the municipality. These form part of the Commission’s mandate to regulate, control, monitor and supervise the operation of game of chance in the country.

The team visited forty-five (45) public schools within the municipality and educated over 5000 students on gaming, types of gaming, and how the gaming industry operates in compliance with the Gaming Act, 2006 (Act 721).

The students were also educated on the provisions in the Gaming Act, 2006 (721). e.g. section 48 states that persons under the age of 18years are prohibited from using gaming machines, going close to, or entering a place where a gaming machine is being operated.

Most of the students were not aware of the penalties associated with underage gambling as stipulated in the Gaming Act, 2006. The team made the students aware of the penalty meted to children who engage in gaming activities which is a custodial sentence or a hundred penalty units on a summary conviction by a juvenile court.

Additionally, the team highlighted on some causes, effects and problems related with gaming after students had given their responses on their knowledge of potential causes and effects of gaming.

The team reiterated that students should prioritize other responsibilities such as school work, socializing with family and friends, and physical activities over gaming facilities. The students understood that underage gaming can result to addiction, which can negatively impact their academic performance and general health.

They were given the opportunity to ask questions, which the team gave responses to questions asked.
The sensitization program yielded positive results as it helped raise awareness and assisted students in gaining a deeper understanding of the potential risks associated with gaming. The exercise was also aimed at enabling them to make informed decisions regarding gaming activities.

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