Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective
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References listed on IDEAS
- von Meduna, Marc & Steinmetz, Fred & Ante, Lennart & Reynolds, Jennifer & Fiedler, Ingo, 2020. "Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey," Technology in Society, Elsevier, vol. 63(C).
- McCaffrey, Matthew, 2019. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes," Business Horizons, Elsevier, vol. 62(4), pages 483-495.
- Franz W. Peren, 2011. "Assessment Tool to Measure and Evaluate the Risk Potential of Gambling Products: AsTERiG," Journal of Gambling Business and Economics, University of Buckingham Press, vol. 5(2), pages 10-22, July.
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- David Zendle & Catherine Flick & Elena Gordon-Petrovskaya & Nick Ballou & Leon Y. Xiao & Anders Drachen, 2023. "No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry," Nature Human Behaviour, Nature, vol. 7(10), pages 1753-1766, October.
- Ling Lin & Tao Shu & Han Yang & Jun Wang & Jixian Zhou & Yuxuan Wang, 2023. "Consumer-Perceived Risks and Sustainable Development of China’s Online Gaming Market: Analysis Based on Social Media Comments," Sustainability, MDPI, vol. 15(17), pages 1-20, August.
- Tao Shu & Zhiyi Wang & Huading Jia & Wenjin Zhao & Jixian Zhou & Tao Peng, 2022. "Consumers’ Opinions towards Public Health Effects of Online Games: An Empirical Study Based on Social Media Comments in China," IJERPH, MDPI, vol. 19(19), pages 1-19, October.
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Keywords
policy; gaming; video games; gaming disorder; microtransactions; adolescents;All these keywords.
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