“…Based on studies of predominantly Western videogame players (and the literature has recognised that research results derived from so-called WEIRD (Western, Educated, Industrialized, Rich, and Democratic) samples are not necessarily generalisable to non-WEIRD societies (Henrich et al, 2010)), Colder Carras et al (2021 suggest that this reduction in videogame time potentially leads to negative consequences, but does it in fact do so? It is not known whether this reduction has led to any positive consequences (besides the already evident loot box consumer protection benefits detailed below), e.g., reduced prevalence of myopia amongst young people (Rose et al, 2008) and more time spent engaging in physical social activities, studying, or exercising outdoors (some of these were identified and cited by the NPPA as the regulatory intent (国家新闻出版署 [National Press and Publication Administration (PRC)], 2021b)), and whether those positive consequences outweigh the negative concerns.…”