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No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regu...

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Autores principales: Zendle, David, Flick, Catherine, Gordon-Petrovskaya, Elena, Ballou, Nick, Xiao, Leon Y., Drachen, Anders
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10593605/
https://www.ncbi.nlm.nih.gov/pubmed/37563302
http://dx.doi.org/10.1038/s41562-023-01669-8
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author Zendle, David
Flick, Catherine
Gordon-Petrovskaya, Elena
Ballou, Nick
Xiao, Leon Y.
Drachen, Anders
author_facet Zendle, David
Flick, Catherine
Gordon-Petrovskaya, Elena
Ballou, Nick
Xiao, Leon Y.
Drachen, Anders
author_sort Zendle, David
collection PubMed
description Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people’s playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139–1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates.
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spelling pubmed-105936052023-10-25 No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry Zendle, David Flick, Catherine Gordon-Petrovskaya, Elena Ballou, Nick Xiao, Leon Y. Drachen, Anders Nat Hum Behav Article Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people’s playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139–1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates. Nature Publishing Group UK 2023-08-10 2023 /pmc/articles/PMC10593605/ /pubmed/37563302 http://dx.doi.org/10.1038/s41562-023-01669-8 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Zendle, David
Flick, Catherine
Gordon-Petrovskaya, Elena
Ballou, Nick
Xiao, Leon Y.
Drachen, Anders
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title_full No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title_fullStr No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title_full_unstemmed No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title_short No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
title_sort no evidence that chinese playtime mandates reduced heavy gaming in one segment of the video games industry
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10593605/
https://www.ncbi.nlm.nih.gov/pubmed/37563302
http://dx.doi.org/10.1038/s41562-023-01669-8
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