| Literature DB >> 35954678 |
Suzanne Lischer1, Emilien Jeannot2,3, Lukas Brülisauer2, Niels Weber4, Yasser Khazaal2, Samuel Bendahan5, Olivier Simon2.
Abstract
The Swiss Youth and Media Act, which is about to enter into force, is an attempt to provide a legislative framework for video game use. Among other inclusions, the law intends to make providers more accountable by taking measures to protect minors from harm that can be caused by improper use of video games. However, it is a challenge to create a legal framework that can adequately regulate the evolving features of video games. Legislators must find a suitable regulatory approach which takes into account the fact that there is an increasing convergence between video games and gambling, particularly with the introduction of loot boxes. Moreover, there is a need for regulation, including the prohibition of misleading designs, the introduction of additional protection for minors, and the assurance of transparency of transactions. Appropriate policy legislation and consumer-protection measures are needed to protect people using these types of products, particularly children and adolescents. Further work should focus on assessing game characteristics to refine regulatory models to promote safe gaming. Based on experiences from the field of psychoactive substances as well as that of gambling, it is now a matter of developing a matrix of harm with elaborated categories: a tool that makes it possible to evaluate the potential harms of certain game design in an evidence-based manner.Entities:
Keywords: adolescents; gaming; gaming disorder; microtransactions; policy; video games
Mesh:
Year: 2022 PMID: 35954678 PMCID: PMC9368282 DOI: 10.3390/ijerph19159320
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Epidemiological data.
| In Switzerland | Worldwide | |
|---|---|---|
|
| 65.4% of the population played video games at least several times per year in 2021 [ | In 2020, nearly 3.1 billion people worldwide played video games, representing about 40% of the world population [ |
|
| Revenue is projected to reach USD 421.10 million in 2022 [ | USD 175.8 billion generated in 2021 [ |
|
| 3.8% [ | Between 1.96% and 3.05%, depending on sampling and assessment criteria [ |