2021
DOI: 10.1556/2006.2021.00075
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Draconian policy measures are unlikely to prevent disordered gaming

Abstract: In August of 2021, China imposed severe restrictions on children’s online gaming time. We argue that such a policy may seem useful on the surface but does not reflect the current evidence concerning prevention of disordered gaming. Videogame play is normal for children worldwide, and like other leisure activities can lead to benefits for the majority and problems for a minority. Problematic or disordered play results from the interaction of multiple risk factors that are not addressed by draconian policy measu… Show more

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Cited by 15 publications
(26 citation statements)
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“…Firstly, in relation to (in)effectiveness, Colder Carras et al (2021) discussed how purely reducing young people's gameplay time is not a sufficiently nuanced policy response and the potential negative consequences thereof (e.g., that young people's overall wellbeing would not be improved and may indeed be harmed). However, with the benefit of hindsight, in the few months since restrictions were imposed, it cannot be denied that this policy has been effective at what it set out to do: reduce gameplay time.…”
Section: Alleged Ineffectivenessmentioning
confidence: 99%
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“…Firstly, in relation to (in)effectiveness, Colder Carras et al (2021) discussed how purely reducing young people's gameplay time is not a sufficiently nuanced policy response and the potential negative consequences thereof (e.g., that young people's overall wellbeing would not be improved and may indeed be harmed). However, with the benefit of hindsight, in the few months since restrictions were imposed, it cannot be denied that this policy has been effective at what it set out to do: reduce gameplay time.…”
Section: Alleged Ineffectivenessmentioning
confidence: 99%
“…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.…”
Section: Alleged Ineffectivenessmentioning
confidence: 99%
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