This commentary responds to the review conducted by Király et al. (2018). The review enlightens and is useful in view of the limited studies on problematic use of video games and related control policies. It is argued that when considering regulation policies on video games, reference should be made to the arguments involved (A), basic research (B), conceptual models on problem video game use (C), documented lessons learning the broad field of addiction (D), and the need for rigorous evaluation (E). Besides “supply” reduction, it is vital to look at “demand” reduction in terms of how inner strengths may help to reduce the problematic use of video games
The advances in computational power and high-speed internet are making digital games more interactiv...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Video games are currently regulated in North America through an independent organization, the Entert...
Király et al. (2018) did an excellent job of reviewing policies that are undertaken to prevent and r...
Background and aims: Empirical research into problematic video game playing suggests that overuse mi...
In this commentary, I discuss the recent paper by Király et al. (2018), which provides a systematic ...
Background and aims Empirical research into problematic video game playing suggests that overuse mig...
Regulation of gaming is largely based on the perception of gaming-related harm. This perception vari...
Internet gaming disorder is gaining attention around the world. Some efforts have been directed towa...
This commentary proposes an integrative approach of theoretical and empirical considerations when de...
Internet gaming disorder has been widely recognized as a new health issue. At present, we are experi...
Problematic video gaming is a global problem. Policy and programs responses to the problem vary amon...
A more integrative approach to the prevention of problematic gaming behavior is recommended in Királ...
peer reviewedRegulation of gaming is largely based on the perception of gaming-related harm. This pe...
© Springer International Publishing AG, part of Springer Nature 2018. All Rights Reserved. This boo...
The advances in computational power and high-speed internet are making digital games more interactiv...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Video games are currently regulated in North America through an independent organization, the Entert...
Király et al. (2018) did an excellent job of reviewing policies that are undertaken to prevent and r...
Background and aims: Empirical research into problematic video game playing suggests that overuse mi...
In this commentary, I discuss the recent paper by Király et al. (2018), which provides a systematic ...
Background and aims Empirical research into problematic video game playing suggests that overuse mig...
Regulation of gaming is largely based on the perception of gaming-related harm. This perception vari...
Internet gaming disorder is gaining attention around the world. Some efforts have been directed towa...
This commentary proposes an integrative approach of theoretical and empirical considerations when de...
Internet gaming disorder has been widely recognized as a new health issue. At present, we are experi...
Problematic video gaming is a global problem. Policy and programs responses to the problem vary amon...
A more integrative approach to the prevention of problematic gaming behavior is recommended in Királ...
peer reviewedRegulation of gaming is largely based on the perception of gaming-related harm. This pe...
© Springer International Publishing AG, part of Springer Nature 2018. All Rights Reserved. This boo...
The advances in computational power and high-speed internet are making digital games more interactiv...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Video games are currently regulated in North America through an independent organization, the Entert...