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Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy. | LitMetric

Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy.

J Behav Addict

1Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China.

Published: June 2024

AI Article Synopsis

  • China introduced a policy in 2021 to limit excessive online gaming among adolescents, aiming to promote healthier leisure activities.
  • Three months after the policy, a study of 430 adolescents revealed that while some gamers violated the restrictions, a majority (59%) shifted to watching short videos instead.
  • Findings suggest that rural gamers, those with prior excessive gaming habits, and those without stable hobbies were more likely to seek alternatives, indicating a need for policymakers to create better support for outdoor activities and promote responsible technology use among parents.

Article Abstract

Background And Aims: In 2021, China implemented a policy to prevent adolescents from excessive online gaming, with the goal of encouraging healthier leisure activities.

Methods: Three months after this policy was implemented, we conducted a study involving 430 Chinese adolescents who regularly played online games for over two hours daily before the policy. We collected their responses to the restriction, including their compliance with the policy, engagement in undesirable alternative behaviors (e.g., watching short videos), and engagement in desirable alternative behaviors (e.g., playing sports). We also collected data on individual factors, parental technology interference, and feelings of restriction to use as predictors for behaviors, including those related to violating the restriction or watching short videos.

Results: A small percentage of heavy gamers violated the restriction by renting others' game accounts (3%) or using a family member's identity (14%), while 59% of the sample shifted to watching short videos. Heavy gamers who lived in rural areas, spent more time on online games prior to the policy, did not feel restricted from playing online games, and experienced parental technology interference were more likely to violate the restriction. Females or those lacking stable hobbies were more inclined to watch short videos.

Conclusions: Although the policy restricted heavy gaming, it has also led to increased short video use. Policymakers could explore alternative approaches, such as developing infrastructure that supports outdoor leisure activities in rural areas, encouraging parents to model responsible technology use behaviors, and guiding adolescents to cultivate positive hobbies in their leisure time.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11220817PMC
http://dx.doi.org/10.1556/2006.2024.00021DOI Listing

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