No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

D Zendle, C Flick, E Gordon-Petrovskaya… - Nature Human …, 2023 - nature.com
Governments around the world are considering regulatory measures to reduce young
people's time spent on digital devices, particularly video games. This raises the question of …

How much gaming is too much? An analysis based on psychological distress

D Katz, Z Horváth, HM Pontes, P Koncz… - Journal of Behavioral …, 2024 - akjournals.com
Background While there are calls to restrict the time spent on gaming because it is seen as
problematic and potentially leading to gaming disorder (GD), there is conflicting evidence …

Deep learning (s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning

V Stavropoulos, D Zarate, M Prokofieva… - Journal of Behavioral …, 2023 - akjournals.com
Background and aims Gaming disorder [GD] risk has been associated with the way gamers
bond with their visual representation (ie, avatar) in the game-world. More specifically, a …

Digital dilemmas and existing recommendations for healthy screen time use for children and adolescents

A Tadpatrikar, MK Sharma, P Murthy - Asian Journal of Psychiatry, 2024 - Elsevier
As technology continues to play an integral role in our daily lives, concerns regarding the
appropriate and healthy use of screen time have prompted health organizations and …

Reserve your judgment on “Draconian” Chinese video gaming restrictions on children•: Commentary on: Draconian policy measures are unlikely to prevent …

LY Xiao - Journal of Behavioral Addictions, 2022 - akjournals.com
China imposed strict restrictions on young people's participation in videogaming from
September 2021. Colder Carras et al.'s commentary (2021) referred to this policy as …

Time spent playing video games during periods of isolation has no effect on loneliness or mental health

S Hodgetts, J Butler, GP Williams - Behaviour & Information …, 2024 - Taylor & Francis
Video games are a ubiquitous form of entertainment that also have the potential to fulfil the
socialisation needs of players. In recent years, policy makers and healthcare providers have …

Predicting proteus effect via the user avatar bond: a longitudinal study using machine learning

MQ Latifi, D Poulus, M Richards, Y Yap… - Behaviour & …, 2024 - Taylor & Francis
The impact of an avatar on real-world behaviors of users is known as the Proteus Effect.
Different user avatar bond (UAB) aspects, including identifying, immersing, and …

The potential harm of gambling streams to minors

P Koncz, Z Demetrovics, MD Griffiths… - Journal of the American …, 2023 - irep.ntu.ac.uk
Video games are designed to attract the attention of a potentially diverse audience. One of
the most popular video game–related content distributor sites is Twitch, which provides …

[HTML][HTML] Gaming Disorder: The role of a gamers flow profile

T Footitt, N Christofi, DR Poulus, MC Carras… - Addictive Behaviors …, 2024 - Elsevier
Digital games are widely popular and integral to contemporary entertainment. Nevertheless,
a proportion of users present with disordered/excessive gaming behaviours, provisionally …

[PDF][PDF] The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health

N Ballou, S Deterding - Preprint. PsyArXiv. https://doi. org/10.31234/osf. io …, 2023 - files.osf.io
Existing theories of how game use relates to mental health have important limitations: few
account for both quantity and quality of use, differentiate components of mental health …