Replay The Polish Journal of Game Studies,
Год журнала:
2023,
Номер
9(1), С. 11 - 41
Опубликована: Дек. 28, 2023
Computer
games
are
an
interactive
form
of
entertainment
that
is
popular
with
younger
and
players.
Therefore
researchers
actively
seeking
information
on
the
consequences
pursuing
this
type
pastime.
At
beginning,
researchers’
attention
was
focused
mainly
negative
aspects
gaming.
Nowadays,
more
benefits
related
to
activity
being
indicated.
In
2014,
Granic,
Lobel
Engels
published
article
playing
computer
games.
The
four
areas:
cognitive,
motivational,
emotional,
social.
They
wanted
inspire
new
research
mental
health
gaming
by
pointing
various
reports
they
selected.
This
paper
aims
present
directions
explored
in
recent
years
who
strive
describe
positive
I
main
examples
these
areas,
highlighting
ambiguity
current
results.
Problematic
areas
include
aggression
violence,
addiction,
weakening
social
relations,
experiencing
undesirable
emotions,
sexualization,
racial
prejudice,
discrimination.
indicated
opportunities
strengthening
motor,
competences.
Kinder- und Jugendmedizin,
Год журнала:
2025,
Номер
25(01), С. 42 - 49
Опубликована: Фев. 1, 2025
Zusammenfassung
Digitale-Medien-Nutzungsstörungen
(DMNS)
im
Kindes-
und
Jugendalter
stellen
in
der
heutigen
mediatisierten
Gesellschaft,
insbesondere
nach
COVID-19-Pandemie,
ein
ernstzunehmendes
Gesundheitsproblem
dar.
In
Entstehung
Aufrechterhaltung
von
DMNS
bestehen
viele
Parallelen
zu
Substanzgebrauchsstörungen.
Neben
individuellen
sozialen
Risikofaktoren
rückt
zunehmend
auch
die
Rolle
suchtfördernden
Mechanismen
digitalen
Medien
den
öffentlichen
Diskurs.
Mit
dem
Ziel
Nutzungsintensität
–frequenz
erhöhen,
bedienen
sich
Plattform-
Spieleanbieter
manipulativer
Designelemente
zur
Verstärkung
Nutzungsbindung,
Jugendlichen
selbstbestimmtes
Nutzungsverhalten
erschweren.
dieser
narrativen
Übersicht
wird
neben
einer
kurzen
Epidemiologie
Diagnostik
schwerpunktmäßig
auf
sog.
Dark
Patterns
Suchtentstehung
eingegangen
sowie
Implikationen
für
Suchtprävention
diskutiert.
Human Behavior and Emerging Technologies,
Год журнала:
2025,
Номер
2025(1)
Опубликована: Янв. 1, 2025
Internet
gaming
is
a
popular
pastime,
which
has
surged
in
popularity
light
of
COVID‐19.
While
positive
outcomes
are
common,
some
gamers
experience
problems
associated
with
their
gaming.
For
this
reason,
understanding
how
factors
can
influence
healthy
versus
unhealthy
internet
crucial.
This
study
developed
gamer
typologies
based
on
boredom
proneness,
escapism,
and
coping
style.
Typologies
were
compared
problematic
outcomes,
behaviours,
engagement,
health
wellbeing–related
variables.
Cluster
analysis
diverse
international
sample
(
N
=
913)
identified
three
distinct
profiles:
immersed,
balanced,
detached
gamers.
Detached
reported
the
highest
disengaged
coping.
They
also
had
worse
than
other
clusters,
despite
engaging
similar
behaviours
to
immersed
These
novel
findings
emphasise
importance
an
engaged
style
highlight
risk
using
solely
addiction‐based
measures
identify
gaming,
may
overlook
potentially
adaptive
behaviours.
Computers in Human Behavior,
Год журнала:
2024,
Номер
155, С. 108181 - 108181
Опубликована: Фев. 21, 2024
Video
games
are
a
source
of
positive
experiences
and
joy
for
many
people.
However,
some
interaction
styles
may
lead
to
negative
consequences.
We
aimed
examine
the
potential
physical
problems
associated
with
video
gaming
behaviors.
Data
were
from
2022
International
Gaming
Study
(IGS22),
cross-sectional
survey
955
individuals
aged
18–94
(M
=
46.10
[16.19];
45%
male)
who
played
games.
examined
association
between
prolonged
continuous
game
play
identified
in
past
12
months.
Playing
three
or
more
hours
one
session
was
higher
odds
symptoms
(e.g.,
overall
problems,
OR
2.80
[95%
CI:
1.52–5.16,
p
<
0.001
back
neck
pain,
2.19
1.28–3.74],
0.01).
Those
met
Ten-Item
Internet
Disorder
Test
(IGDT-10)
threshold
internet
disorder
had
four
times
problems.
The
associations
extended
behavior
not
moderated
by
age,
gender,
plans
be
professional
player,
meeting
diagnostic
criteria
disorder.
Physical
pain
occur
disproportionately
engage
play,
including
risk,
women,
older
age
groups,
those
without
players
across
demographic
spectrum
should
alerted
these
risks,
Journal of Digital Technologies and Law,
Год журнала:
2024,
Номер
2(2), С. 345 - 371
Опубликована: Июль 30, 2024
Objective:
to
show
how
the
use
of
a
new
business
model
called
Loot
boxes,
on
which
modern
video
games
are
based,
has
become
legal
problem
for
jurisdictions
in
different
countries.
Methods:
drawing
existing
literature
and
contemporary
sources,
article
explores
potential
negative
consequences
provides
comprehensive
analysis
or
proposed
regulation,
compares
approaches
taken
various
national
jurisdictions.
Results:
examines
growing
concern
surrounding
widespread
particular
form
in-game
purchases
boxes.
It
is
strongly
criticized
grounds
that
boxes
presumed
be
gambling
within
game.
On
this
basis,
argues
favor
their
legislative
regulation.
Having
examined
regulatory
framework
countries
have
already
action
against
such
as
Belgium,
Netherlands,
China,
Japan
Republic
Korea,
well
currently
debating
author
emphasizes
need
adopt
consumer
protection
measures
gaming
industry.
This
particularly
relevant
vulnerable
strata
exposed
gambling-related
harms.
In
addition,
there
ensure
ethical
responsible
reduce
health
financial
risks
associated
with
model.
Scientific
novelty
:
paper
presents
comparative
study
problems
current
projected
social
regulation
games.
The
proposes
seek
solution
balance
between
game
industry
innovations,
user
well-being,
will
ultimately
contribute
creation
healthier
environment
gamers.
Practical
significance
highlights
international
scope
difference
address
psychological,
proliferation
lootboxes
These
yet
assessed,
taking
into
account
findings
concerning
Journal of Applied Youth Studies,
Год журнала:
2024,
Номер
unknown
Опубликована: Окт. 9, 2024
Abstract
The
importance
of
safeguarding
young
people
from
harmful
gambling
is
widely
acknowledged,
but
limited
research
has
sought
adolescents’
perspectives
on
strategies
to
provide
this
protection.
current
study
addresses
gap
in
understanding.
Eighty-nine
Australians
aged
12–17
years,
classed
as
either
at-risk/problem
gamblers,
non-problem
gamblers
or
non-gamblers,
participated
qualitative
interview
and/or
online
community
conditions.
Themes
extracted
the
data
things
participants
believe
should
be
implemented
achieve
aim
include
open
and
honest
advice
parents;
schools-based
education
that
meaningful,
authentic
based
lived
experience;
truth
transparency
advertising;
social
marketing
reaches
informs
youth;
governments
regulate
gaming
industries
into
acting
ethically
not
exploiting
people.
At-risk/problem
gambler
adolescents
were
able
offer
more
detailed
suggestions
would
protect
harm,
frequently
drawing
their
own
personal
experiences
stories
they
heard
others.
Multifaceted
are
required
help
make
informed
decisions
about
gambling.
Developing
implementing
such
minors
harm
requires
a
cohesive
effort
commitment
addressing
public
health
issue.
Recommendations
how
regulators,
industry,
parents
other
stakeholders
may
contribute
discussed.
Journal of Behavioral Addictions,
Год журнала:
2023,
Номер
12(4), С. 992 - 1005
Опубликована: Ноя. 30, 2023
Simulated
gambling
products,
like
loot
boxes
and
social
casino
games,
contain
elements,
but
are
not
classified
as
gambling.
They
available
to
minors,
raising
concerns
about
a
"gateway
effect"
into
This
study
examined
the
time
course
of
young
people's
engagement
in
simulated
monetary
gambling,
associations
between
problems
harm.
A
necessary,
although
sufficient,
condition
for
games
leading
real
money
is
that
play
must
come
first.