Evidence map›Paper›PMID 40952795›Full record

ArticleJournal of behavioral addictions2025

High compliance and reduced online gaming time among Chinese adolescents after the 2021 gaming policy: Effects across all gamers, not just heavy users.

Xinyu Zhou, Min Liao, Shijie Zhou, Wang Liu, Xijing Chen, Yonghui Li

Abstract read
In one paragraph

Article in Journal of behavioral addictions, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Xinyu Zhou1State Key Laboratory of Cognitive Science and Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.ORCID https://orcid.org/0000-0002-7439-6189
Min Liao1State Key Laboratory of Cognitive Science and Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.ORCID https://orcid.org/0000-0003-2156-3331
Shijie Zhou3School of Computer and Information, Dezhou University, Dezhou, China.ORCID https://orcid.org/0009-0001-8778-0956
Wang Liu4Hunan Key Laboratory of Children's Psychological Development and Brain Cognitive Science, Department of Psychology, School of Education, Hunan First Normal University, Changsha, China.ORCID https://orcid.org/0009-0006-6017-5242
Xijing Chen1State Key Laboratory of Cognitive Science and Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.ORCID https://orcid.org/0000-0002-0317-9849
Yonghui Li1State Key Laboratory of Cognitive Science and Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.ORCID https://orcid.org/0000-0002-4372-9104

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Government policies have been proposed to mitigate excessive online gaming among adolescents, yet empirical evaluations of their effectiveness remain limited. Following China's 2021 online gaming policy, the strictest such regulation to date, we examined the compliance rate and alternative behaviors among heavy adolescent gamers. Several methodological concerns have been raised, including the omission of the 2019 policy, the narrow focus on heavy gamers, and ambiguities in key definitions. In this response, we address these concerns by clarifying the policy's independence, expanding the analysis to all adolescent participants, and incorporating pre- and post-policy gaming time as an additional measure of policy impact. Results from a broader sample (N = 2,715, mean age = 10.84) revealed a high compliance rate (93.6%) and a significant decrease in daily gaming time following the policy (60.12 vs. 43.52 min per day, p < 0.001). This reported gaming time may include offline or single-player gameplay. These findings support the conclusion that the 2021 policy significantly reduced adolescents' gaming time and achieved high compliance rates, though self-reported data may include offline gameplay and that historical policy context should be acknowledged in interpretation. Moreover, its longer-term effects on psychological well-being and physical health warrant further investigation.

Indexed as

Adolescent BehaviorInternet Addiction DisorderPublic PolicyVideo GamesAdolescentChildChinaEast Asian PeopleFemaleHumansMaleTime Factorsadolescentsanti-addiction noticeChinagaming restriction policypolicyregulationvideo game playing

Identifiers

PMID40952795
PMCPMC12486258

What OpenQuestion holds

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LicenceCC BY-NC
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Registered trials

None linked

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.