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Policy responses to problematic video game use: A systematic review of current measures and future possibilities

BACKGROUND AND AIMS: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has onl...

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Autores principales: Király, Orsolya, Griffiths, Mark D., King, Daniel L., Lee, Hae-Kook, Lee, Seung-Yup, Bányai, Fanni, Zsila, Ágnes, Takacs, Zsofia K., Demetrovics, Zsolt
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6426392/
https://www.ncbi.nlm.nih.gov/pubmed/28859487
http://dx.doi.org/10.1556/2006.6.2017.050
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author Király, Orsolya
Griffiths, Mark D.
King, Daniel L.
Lee, Hae-Kook
Lee, Seung-Yup
Bányai, Fanni
Zsila, Ágnes
Takacs, Zsofia K.
Demetrovics, Zsolt
author_facet Király, Orsolya
Griffiths, Mark D.
King, Daniel L.
Lee, Hae-Kook
Lee, Seung-Yup
Bányai, Fanni
Zsila, Ágnes
Takacs, Zsofia K.
Demetrovics, Zsolt
author_sort Király, Orsolya
collection PubMed
description BACKGROUND AND AIMS: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming. METHODS: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review. RESULTS: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically. DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach.
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spelling pubmed-64263922019-04-24 Policy responses to problematic video game use: A systematic review of current measures and future possibilities Király, Orsolya Griffiths, Mark D. King, Daniel L. Lee, Hae-Kook Lee, Seung-Yup Bányai, Fanni Zsila, Ágnes Takacs, Zsofia K. Demetrovics, Zsolt J Behav Addict Debate BACKGROUND AND AIMS: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming. METHODS: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review. RESULTS: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically. DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach. Akadémiai Kiadó 2017-08-31 2018-09 /pmc/articles/PMC6426392/ /pubmed/28859487 http://dx.doi.org/10.1556/2006.6.2017.050 Text en © 2017 The Author(s) http://creativecommons.org/licenses/by-nc/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.
spellingShingle Debate
Király, Orsolya
Griffiths, Mark D.
King, Daniel L.
Lee, Hae-Kook
Lee, Seung-Yup
Bányai, Fanni
Zsila, Ágnes
Takacs, Zsofia K.
Demetrovics, Zsolt
Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title_full Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title_fullStr Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title_full_unstemmed Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title_short Policy responses to problematic video game use: A systematic review of current measures and future possibilities
title_sort policy responses to problematic video game use: a systematic review of current measures and future possibilities
topic Debate
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6426392/
https://www.ncbi.nlm.nih.gov/pubmed/28859487
http://dx.doi.org/10.1556/2006.6.2017.050
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