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对有问题的视频游戏使用的政策反应:当前措施和未来可能性的系统评价。

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

机构信息

1 Institute of Psychology, Eötvös Loránd University , Budapest, Hungary.

2 International Gaming Research Unit, Nottingham Trent University , Nottingham, UK.

出版信息

J Behav Addict. 2018 Sep 1;7(3):503-517. doi: 10.1556/2006.6.2017.050. Epub 2017 Sep 1.

DOI:10.1556/2006.6.2017.050
PMID:28859487
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6426392/
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.

摘要

背景与目的

对问题性电子游戏成瘾的实证研究表明,过度使用可能会导致少数游戏玩家出现功能和心理障碍。因此,需要对电子游戏进行监管(无论是政府监管还是自我监管),但这种监管仅在世界上少数几个国家实施,主要是在亚洲。本文对当前和潜在的问题性游戏政策进行了系统回顾。

方法

在对与问题性互联网和电子游戏使用相关的预防、治疗和政策措施进行系统搜索后,选择了针对问题性游戏政策的论文(N=12;6 篇英文,6 篇韩文)。这些论文为本文的综述提供了基础。

结果

政策分为三大类:(i)限制电子游戏供应的政策措施(如关闭政策、疲劳系统和家长控制);(ii)旨在降低风险和危害的措施(如警告信息);(iii)为游戏玩家提供帮助服务的措施。除了尝试对当前和潜在的政策措施进行分类外,作者还试图从理论上(如果有数据)和实证上评估它们的效率。

讨论与结论

总体而言,尽管已经采取了一些措施来解决问题性电子游戏成瘾问题,但这些措施大多没有达到预期的效果,或者没有经过有效性的实证评估。造成这种情况的原因可能在于,所概述的政策仅解决或影响了问题的特定方面,而没有采用更具综合性的方法。

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本文引用的文献

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Intense video gaming is not essentially problematic.过度沉迷视频游戏本身并不是一个问题。
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