Parliamentary.ai uses AI technology to produce easily understandable summaries of the bills under consideration in the British Parliament.
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Random Bill
Summary of a randomly selected bill, powered by AnyModel.Video Gaming Health and Wellbeing Strategy Bill [HL]
Current Stage: 2nd reading
Last updated: 08/11/2019
Overview
This bill mandates the UK Secretary of State to create and publish a comprehensive strategy addressing the impact of video gaming on health and wellbeing. This strategy will inform the development and publication of health advice for video game users.
Description
The bill requires the Secretary of State to:
- Develop and publish a ten-year video gaming strategy within one year of the bill's passing. This strategy must include:
- Analysis of academic and medical research on video gaming's mental, physical, and socioeconomic effects on children and adolescents.
- Assessment of current NHS and government provisions related to video gaming.
- A plan to mitigate negative effects and amplify positive effects of video gaming.
- A research strategy for the National Institute for Health Research and other relevant bodies, covering the effects of video gaming, methods to alleviate negative effects, and necessary financial estimates.
- Consult appropriate individuals and organizations during strategy development. A list of consulted parties will be published with the strategy.
- Present the strategy to both Houses of Parliament.
- Develop and publish health advice for video game users within six months of the strategy's publication. This advice will focus on minimizing negative effects and maximizing positive effects of gaming.
- Consult appropriate individuals and organizations in the development of this health advice.
Government Spending
The bill doesn't specify exact figures for government spending. However, it will necessitate funding for the development of the strategy, the research outlined within the strategy, and the dissemination of health advice. The exact cost will depend on the scope of the strategy and research undertaken.
Groups Affected
- Children and Adolescents: The bill directly addresses the impact of video gaming on this group's mental, physical, and socioeconomic wellbeing. The resulting strategy and advice will directly influence policies and recommendations for this demographic.
- Video Game Industry: The industry will be involved in research efforts and may see policy changes influenced by the bill's findings.
- NHS and Other Government Bodies: These organizations will be involved in assessing current provisions and implementing recommendations from the strategy and advice.
- Researchers: The bill will likely create opportunities for research funding and collaboration in the area of video gaming and health.
- Parents and Guardians: The bill's outcome will provide guidance and resources that could inform parental decision-making around video game use.
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