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A new study questions the effectiveness of video game restrictions

  • August 11, 2023
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A new study suggests that legal restrictions on the amount of time teens in China can play video games may be less effective than first thought. To investigate

A new study questions the effectiveness of video game restrictions

A new study suggests that legal restrictions on the amount of time teens in China can play video games may be less effective than first thought. To investigate the effectiveness of this policy, a research team led by the University of York analyzed more than 7 billion hours of gameplay from tens of thousands of games with data from more than two billion player accounts in China, where legal restrictions exist. apply. Playtime app for teenagers has been in effect since 2019.

However, the research team did not find any evidence of a reduction in heavy gaming after these restrictions were introduced. The video game industry has witnessed a surge in popularity with an estimated 4 billion people worldwide playing the game each year. Many countries around the world have expressed concern over the number of hours young people spend playing video games and its potential impact on well-being. In response to these concerns, in 2019, China restricted playing time for under-18s.

China was one of the first countries to explore legal ways to restrict youth gaming to limit the potential risks of gaming, and this policy was considered effective, and some officials have suggested it has resolved problems with disorder. game

Dr David Zendl of the Department of Computer Science at the University of York said: “Policy makers around the world have been debating for some time how to understand the impact of video games, especially on young people. For example, the UK government has recently published guidelines for high-quality research on gaming and health to inform future decisions.’

“Restrictions in China allowed us to see for the first time the real behavioral impact of regulation on reducing the amount of time people spend playing games and whether the policy is having the desired effect.”

“We found no evidence of a reduction in the prevalence of hard play, and more research is needed to understand why, but the study certainly highlights that this type of analysis can certainly be useful for policymakers anywhere in the world to move forward with confidence in discussions around rules in the digital space”.

Dr Kathryn Flick from De Montfort University said: “We hope this study will provide a model for understanding whether government policy decisions affect the lives of real people at scale, and will shape the future of data-driven assessment of public policy, which will lead to better and more effective policymaking. will lead to it.”

This study is the first to use big data to assess the impact of public policy on gaming.

Leon Y. Xiao, from the University of Informatics Copenhagen, stressed the importance of independent research in evaluating policy development: “Given the previous industry’s claims that policy has ‘solved video game addiction’, it made sense to consider scaling up in the context of China. In fact, the Chinese government currently has screens among young people. consults on whether to limit its duration by law, but parents can lift the restrictions.’

“These results now suggest that the potential effectiveness of such policy-making could benefit from monitoring by independent researchers unaffiliated with the industry.”

The research emerges as efforts to regulate technology and its impact on society intensify around the world. The UK’s internet safety law, the European Parliament’s rules on in-game purchases, and the ongoing focus on social media regulation in the US are current examples of how governments around the world are trying to address digital challenges, including child protection. Studies point the way to such efforts.

Professor Anders Drachen, from the University of Southern Denmark, highlighted the potential of this data-driven approach in evaluating technology regulation, saying: “It is now possible to analyze billions of hours of digital behavioral data, which can help better understand how to design effective online behavioral principles. The research is an example of how we can use this type of data to assess whether policies are actually affecting citizens or companies in the right way.” Source

Source: Port Altele

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