| Literature DB >> 28859487 |
Orsolya Király1, Mark D Griffiths2, Daniel L King3, Hae-Kook Lee4, Seung-Yup Lee4, Fanni Bányai1,5, Ágnes Zsila1,5, Zsofia K Takacs6, Zsolt Demetrovics1.
Abstract
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.Entities:
Keywords: Internet Gaming Disorder; gaming addiction regulation; gaming policy; problematic video game playing
Mesh:
Year: 2017 PMID: 28859487 PMCID: PMC6426392 DOI: 10.1556/2006.6.2017.050
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Summary of current and potential policy measures in relation to video games that limit availability, reduce risk and harm, and provide help/services for problem gamers
| Main categories | Policy measures | Description | Countries/regions involved | Target population | Implementation |
|---|---|---|---|---|---|
| 1.1. Current measures | “Shutdown system” | Governments oblige game service providers to block access to their online games between specific times in the day | Thailand, Vietnam, South Korea, and China | Minors | Government |
| “Selective shutdown policy” | Minors under 18 years or their legal guardians can make requests to the gaming service providers to prevent access to gaming for preset hours of their choice, and to which game providers must abide | South Korea | Minors | Government | |
| “Fatigue system” (“anti-online game addiction system”) | Online game providers obliged to monitor their users’ playtime and discourage underage users from playing for prolonged periods by cutting down in-game rewards | China | Minors | Government | |
| Parental controls | Various features designed to allow parents to set controls for their children’s computer or gaming console use. Different options include: (i) | Related to the gaming devices or specific games rather than countries | Minors | Provided by the gaming industry and used by the parents | |
| Limiting gaming time in Internet cafés | Prohibiting late night access to Internet cafés by minors | Thailand and South Korea | Minors | Government | |
| 1.2. Potential measure | Increasing the price of video games | Increasing the retail price or monthly subscription fee for playing video games online would probably lead to a general decrease in the number of gamers as suggested by the law of demand from a microeconomics perspective | Hypothetical measure | All gamers, especially those with a lower income | Gaming companies or government |
| 2.1. Current measure | Warning messages | In-game warning messages related to the risks of excessive game playing, analogous with the health warning messages that appear on tobacco and alcohol packaging | Related to specific games rather than countries. | All gamers or those who play a game for several hours in a row | Gaming companies |
| 2.2. Potential measures | Rating games by “addictiveness” potential | Special rating systems could be created to evaluate the addictive potential of games, similarly to the existing rating systems (e.g., ESRB and PEGI) assessing their violent and mature content | On a global level | All gamers and parents | Gaming companies or the government |
| Making the games less addictive | Video game developers and publishers could try to alter some of the game design elements in a way that games become less addictive or less exploitative of players’ time investment in the game | Related to specific games rather than countries | All gamers | Gaming companies | |
| For a small proportion of gamers, playing video games has led to problems and has created the demand for some kind of proactive intervention. Such intervention mostly comes in the form of prevention and treatment programs and, as such, can arguably be considered a policy action | Western countries (e.g., USA and Germany) and Asian countries (e.g., China and South Korea) | Problematic gamers | The government, non-governmental organizations, and private help services | ||
Note. Current measures refer to policy actions currently in use or used in the recent past. Potential measures refer to hypothetical ones proposed in the literature or by the present authors but never actually been in use. ESRB: Entertainment Software Rating Board; PEGI: Pan European Game Information.