Literature DB >> 34921907

Gambling Features and Monetization in Video Games Create Challenges for Young People, Families, and Clinicians.

Orsolya Király1, Jasmine Zhang2, Zsolt Demetrovics3, Dillon T Browne2.   

Abstract

Video gaming (also known as computer gaming or electronic gaming) has stirred scientific interest since its widespread adoption as a recreational activity in the 1980s. Initial research focused on the negative consequences of violent content and the development of excessive or addictive use by players. Based on evidence showing that some players develop clinically significant addiction-like symptoms such as loss of control and impaired individual, social, and occupational functioning,1 Gaming Disorder has been recognized as an official diagnosis in the International Classification of Diseases, 11thedition (ICD-11).2 However, recent changes in video games have again produced qualitatively new problems.
Copyright © 2021 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.

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Year:  2021        PMID: 34921907     DOI: 10.1016/j.jaac.2021.12.003

Source DB:  PubMed          Journal:  J Am Acad Child Adolesc Psychiatry        ISSN: 0890-8567            Impact factor:   13.113


  2 in total

Review 1.  How can the potential harms of loot boxes be minimised?: Proposals for understanding and addressing issues at a national level.

Authors:  Joseph Macey; Mikko Cantell; Tommi Tossavainen; Antti Karjala; Sari Castrén
Journal:  J Behav Addict       Date:  2022-04-20       Impact factor: 7.772

2.  Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.

Authors:  Suzanne Lischer; Emilien Jeannot; Lukas Brülisauer; Niels Weber; Yasser Khazaal; Samuel Bendahan; Olivier Simon
Journal:  Int J Environ Res Public Health       Date:  2022-07-29       Impact factor: 4.614

  2 in total

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