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      Policy responses to problematic video game use: A systematic review of current measures and future possibilities

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          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.

          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.

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          Most cited references78

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          Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research

          Background Behavioral addiction research has been particularly flourishing over the last two decades. However, recent publications have suggested that nearly all daily life activities might lead to a genuine addiction. Methods and aim In this article, we discuss how the use of atheoretical and confirmatory research approaches may result in the identification of an unlimited list of “new” behavioral addictions. Results Both methodological and theoretical shortcomings of these studies were discussed. Conclusions We suggested that studies overpathologizing daily life activities are likely to prompt a dismissive appraisal of behavioral addiction research. Consequently, we proposed several roadmaps for future research in the field, centrally highlighting the need for longer tenable behavioral addiction research that shifts from a mere criteria-based approach toward an approach focusing on the psychological processes involved.
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            Internet addiction and problematic Internet use: A systematic review of clinical research.

            To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science.
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              • Article: not found

              The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence

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                Author and article information

                Journal
                jba
                JBA
                Journal of Behavioral Addictions
                J Behav Addict
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                31 August 2017
                September 2018
                : 7
                : 3
                : 503-517
                Affiliations
                [ 1 ] Institute of Psychology, Eötvös Loránd University , Budapest, Hungary
                [ 2 ] International Gaming Research Unit, Nottingham Trent University , Nottingham, UK
                [ 3 ]School of Psychology, The University of Adelaide , Adelaide, SA, Australia
                [ 4 ] Uijeongbu St. Mary’s Hospital, College of Medicine, The Catholic University of Korea , Seoul, Republic of Korea
                [ 5 ] Doctoral School of Psychology, Eötvös Loránd University , Budapest, Hungary
                [ 6 ] Institute of Education, Eötvös Loránd University , Budapest, Hungary
                Author notes
                [* ]Corresponding author: Orsolya Király; Institute of Psychology, Eötvös Loránd University, Izabella utca 46, Budapest 1064, Hungary; Phone: +36 30 514 7414; Fax: +36 1 461 2697; E-mails: kiraly.orsolya@ 123456ppk.elte.hu ; orsolya.papay@ 123456gmail.com
                Article
                10.1556/2006.6.2017.050
                6426392
                28859487
                f94ff97c-0b25-45df-9e9c-56977c5db7e7
                © 2017 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 21 April 2017
                : 28 July 2017
                : 30 July 2017
                Page count
                Figures: 0, Tables: 1, Equations: 0, References: 92, Pages: 15
                Funding
                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.
                Categories
                DEBATE

                Evolutionary Biology,Medicine,Psychology,Educational research & Statistics,Social & Behavioral Sciences
                problematic video game playing,gaming policy,gaming addiction regulation,Internet Gaming Disorder

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