ArticleJournal of behavioral addictions2024
Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy.
Article in Journal of behavioral addictions, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- The Association Between Daily Screen Time and Childhood Overweight and Obesity: Current Evidence and Potential Mechanisms.International journal of general medicine · 2026Review
- Characterizing heterogeneity in emotional and behavioral problems: Latent class analysis with 507,188 children and adolescents and associations with mobile gaming addiction behavior.Psychological medicine · 2025Article
- Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea.Acta psychologica · 2025Article
- Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading.Journal of behavioral addictions · 2025Article
- High compliance and reduced online gaming time among Chinese adolescents after the 2021 gaming policy: Effects across all gamers, not just heavy users.Journal of behavioral addictions · 2025Article
- Forms of interventions for problematic usage of the internet: A scoping review.Journal of behavioral addictions · 2025Article
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Authors and funding
5 authors.
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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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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.