TY - JOUR
T1 - Policy responses to problematic video game use
T2 - A systematic review of current measures and future possibilities
AU - Király, Orsolya
AU - Griffiths, Mark D.
AU - King, Daniel L.
AU - Lee, Hae Kook
AU - Lee, Seung Yup
AU - Bányai, Fanni
AU - Zsila, Ágnes
AU - Takacs, Zsofia K.
AU - Demetrovics, Zsolt
N1 - Funding Information:
Funding sources: This study was financially supported by the Hungarian National Research, Development and Innovation Office (Grant numbers K111938 and PD121297) and by the Korean Mental Health Technology R&D Project, Ministry of Health and Welfare, Republic of Korea (HM15C1124). Ágnes Zsila and Orsolya Király were supported by the New National Excellence Program awarded by the Ministry of Human Resources.
Publisher Copyright:
© 2017 The Author(s)
PY - 2018/9/1
Y1 - 2018/9/1
N2 - 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. Methods: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review. Results: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically. Discussion and conclusions: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach.
AB - 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. Methods: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review. Results: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically. Discussion and conclusions: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach.
KW - gaming addiction regulation
KW - gaming policy
KW - Internet Gaming Disorder
KW - problematic video game playing
UR - http://www.scopus.com/inward/record.url?scp=85049414224&partnerID=8YFLogxK
U2 - 10.1556/2006.6.2017.050
DO - 10.1556/2006.6.2017.050
M3 - Review article
C2 - 28859487
AN - SCOPUS:85049414224
VL - 7
SP - 503
EP - 517
JO - Journal of Behavioral Addictions
JF - Journal of Behavioral Addictions
SN - 2062-5871
IS - 3
ER -