Policy on unreliable game addiction diagnoses puts the cart before the horse.

Q1 Social Sciences Psychology of Popular Media Culture Pub Date : 2020-10-01 DOI:10.1037/PPM0000249
C. Ferguson, Anthony M. Bean, R. Nielsen, M. Smyth
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By contrast, policy interventions at this juncture may risk doing considerable harm and wag the dog in the sense of reifying a pathological gaming disorder that remains problematic and under contentious debate in the field. We advise caution, ethnographic and qualitative research approaches, open science, etiological comprehension, and more time to fully understand whether pathological gaming is the best target for policy interventions and informing clinicians. In 2018 the World Health Organization (WHO) announced the release of their “gaming disorder” diagnosis, marking the first time that video gaming could be labeled as an addiction and a clinical disorder. Gaming disorder was defined by the WHO as gaming to an extent that it interferes with other life activities. The WHO did not provide further specific symptoms or clinical information, aside from classifying it as an addictive behavior, leaving much interpretation in the hands of clinicians. As clinicians rely heavily on clearly defined criteria, this may be considered an unorthodox approach not just to psychological research, but clinical research and utility which impacts millions of people everyday who seek out psychological services. By contrast, the American Psychiatric Association has proposed a category for further study, “internet gaming disorder” (IGD) which provides specific symptoms which are very similar to substance abuse and gambling disorder symptoms1. Research into this area has been convoluted at best suggesting the proposed criteria may not be measuring any meaningful construct which should be of concern to policy makers. However, as research on gaming overuse has been conducted for years prior without consistent results, the lack of solid conclusions should not be surprising. Even with the controversies surrounding problematic video gaming, clinics have been developed across the world to treat pathological gaming (PG) and gaming disorder (GD), even before the WHO’s official diagnosis. While some countries had already enacted policies designed to curb gaming overuse, potentially using poorly informed methods ultimately causing more harm than good, it appears probable that more countries may follow suit with policy efforts to curb gaming overuse. But are such policies effective, and is gaming overuse a conceptually valid target for such policies? This article focuses on evidence 1 For a discussion of the problematic origin of internet gaming disorder symptoms see (Nielsen 2018a, 2018b) regarding the efficacy of public policies targeting gaming overuse and provides suggestions for future policies. A Brief Overview of Gaming Overuse Research. Scholarship on gaming overuse began as early as 1983 when perhaps the first article on the topic referred to “junk-time junkies” (Soper & Miller, 1983). In the intervening 36 years a subject search on PsychINFO for [“pathological gaming” OR “video game addiction”] returned 101 articles. So this is definitely a topic of great interest. Several excellent reviews of this topic have been written from varying perspectives (e.g. Hellman et al., 2013; Pontes, 2018). A full summary of this nearly 4-decades old research field is beyond the scope of this paper. Thus our review here is summative. Much of the research has focused on the parameters of pathological gaming. These include issues such as it’s conceptual utility, means of diagnosis, biological or neurological markers (if any), distinguishing pathological from engaged gaming (e.g. Charlton & Danforth, 2007), cooccurrence with other mental disorders, as well as cultural reactions to new technology including technophobia and moral panic (Bowman, 2016). Despite several decades of research, opinions among scholars on these issues remain significantly divided. This is not to say that one view is correct and the other wrong, merely to note that a wide ranging literature has not always provided either consensus or clarity on these fundamental issues. Perhaps the one issue most scholars might agree upon is that some individuals play games instead of engaging in other life responsibilities. Yet, whether the games themselves are responsible for this, or whether gaming is a fun activity some people do to distract themselves from other mental health issues remains less clear. Nonetheless, several efforts have moved forward with implementing policies designed to target pathological gaming in hopes of reducing such behaviors. We now turn to a discussion of these policies. Currently Existing Policies Regarding Gaming Overuse Kiraly and colleagues (2018) present an important review of current policies targeted at the controversial pathological gaming (PG) concept. Policy approaches include those directed at limiting access to potentially overused technology, and those which are directed at providing warnings of some sort to users themselves. We briefly review each of these in turn. Policies Geared Toward Limiting Access. One way to reduce individuals’ risk of developing overuse of technology is to limit their access to that technology. Perhaps the most well-known example of a policy based on this premise is South Korea’s “shutdown” policy which attempts to limit minors’ access to the internet between the hours of midnight and 6am by requiring age verification for online use. This policy was implemented due to the perception that internet overuse had become prevalent among Korean youth and was impacting their health and grades. Thus, by carving out a particular “no use” time zone, the shutdown law is intended to free youth for adequate sleep and preparation for school and limit other mental health problems of overuse. The law was initiated in 2011, and has survived constitutional challenge in Korea but remains controversial. Regarding, the effectiveness of the shutdown law, evidence has generally not suggested the shutdown law is effective in improving youth mental health. Early work suggested that the law had little actual impact on youth internet use (Sung, 2014). More recently, the efficacy of the South Korean “shutdown” policy has been empirically evaluated (Lee, Kim & Hong, in press). This evaluation found that the policy increased youths’ nightly sleep totals by approximately 1.5 minutes and reduced the probability of developing gaming addiction by 0.7%, but only among female users. The authors concluded that the potential human rights costs of the policy and inappropriate regulation of speech were far greater than the modest gains in adolescent health. A more recent preregistered study (Przybylski, 2018) found that digital screen time had a small and non-practical effect (1.9% of the observed variability) on pediatric sleep. Przybylski additionally concluded that other contextual factors such as family life, school endeavors, and relationships were more culpable for a decline in sleep than screen time was. This finding further questions whether there is evidence for any form of regulation or shut down policy of the use of technology for children or adolescents. Other countries have also attempted shutdown laws of various sorts. Thailand enacted a shutdown law in the early 2000s, although later repealed it. Vietnam and China have also implemented or considered shutdown laws. In June 2018 French politicians voted to ban the use of mobile phones in primary and middle schools from September 2018. The reported aim of the legislation banning phones in schools is designed to improve students’ concentration and preventing cyberbullying and the watching of pornography. Criticisms of the ban have focused on the practicalities of teachers implementing and policing such a ban for all pupils. Fatigue Systems/Warning Messages. Fatigue systems are systems that disincentivized ongoing game play. These could take several forms, such as allotting fewer experience points, achievements, etc., to game play that occurs after a set time limit, or providing warnings to players once they’ve exceeded a certain time playing. At present, regulations regarding such systems appear limited to China (Kiraly et al., 2018) although they could be voluntarily included in platforms by designers themselves. Fatigue systems have received some critiques regarding potential privacy issues, and stopping points for game play that may cut-off play half-way through meaningful experiences. Empirical analyses of fatigue systems are few, although one analysis by Davies and Blake (2016) suggested that a system of soft warnings and gradually reduced incentives cause fewer disruptions that automatic shutdowns. However, incentives such as experience points only relate to a small part of gamer motivations and fatigue systems may have fewer impacts on intrinsic motivations such as those noted by Self-Determination Theory (Przybylski, Rigby & Ryan, 2010). In other words, if player motivations to play are intrinsic, manipulating extrinsic influences may produce few results. Ratings for Addictiveness. One other possibility would be to include potential ratings for a gamer’s addictiveness as part of ratings systems such as the Entertainment Software Ratings Board (ESRB) or Pan European Game Information (PEGI) systems. 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引用次数: 8

Abstract

Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as ‘game addiction’. Particularly following the release of the World Health Organization’s (WHO) “gaming disorder” diagnoses, policy makers may be inclined to enact further policies on this matter. With new data reflecting lack of success for South Korea’s shutdown policy, the efficacy of current policy efforts remain in doubt. Given continued controversies regarding whether pathological gaming (PG) or gaming disorder (GD) is best conceptualized as a unique disorder rather than symptomatic of other, underlying disorders, little data has emerged to encourage policy interventions. By contrast, policy interventions at this juncture may risk doing considerable harm and wag the dog in the sense of reifying a pathological gaming disorder that remains problematic and under contentious debate in the field. We advise caution, ethnographic and qualitative research approaches, open science, etiological comprehension, and more time to fully understand whether pathological gaming is the best target for policy interventions and informing clinicians. In 2018 the World Health Organization (WHO) announced the release of their “gaming disorder” diagnosis, marking the first time that video gaming could be labeled as an addiction and a clinical disorder. Gaming disorder was defined by the WHO as gaming to an extent that it interferes with other life activities. The WHO did not provide further specific symptoms or clinical information, aside from classifying it as an addictive behavior, leaving much interpretation in the hands of clinicians. As clinicians rely heavily on clearly defined criteria, this may be considered an unorthodox approach not just to psychological research, but clinical research and utility which impacts millions of people everyday who seek out psychological services. By contrast, the American Psychiatric Association has proposed a category for further study, “internet gaming disorder” (IGD) which provides specific symptoms which are very similar to substance abuse and gambling disorder symptoms1. Research into this area has been convoluted at best suggesting the proposed criteria may not be measuring any meaningful construct which should be of concern to policy makers. However, as research on gaming overuse has been conducted for years prior without consistent results, the lack of solid conclusions should not be surprising. Even with the controversies surrounding problematic video gaming, clinics have been developed across the world to treat pathological gaming (PG) and gaming disorder (GD), even before the WHO’s official diagnosis. While some countries had already enacted policies designed to curb gaming overuse, potentially using poorly informed methods ultimately causing more harm than good, it appears probable that more countries may follow suit with policy efforts to curb gaming overuse. But are such policies effective, and is gaming overuse a conceptually valid target for such policies? This article focuses on evidence 1 For a discussion of the problematic origin of internet gaming disorder symptoms see (Nielsen 2018a, 2018b) regarding the efficacy of public policies targeting gaming overuse and provides suggestions for future policies. A Brief Overview of Gaming Overuse Research. Scholarship on gaming overuse began as early as 1983 when perhaps the first article on the topic referred to “junk-time junkies” (Soper & Miller, 1983). In the intervening 36 years a subject search on PsychINFO for [“pathological gaming” OR “video game addiction”] returned 101 articles. So this is definitely a topic of great interest. Several excellent reviews of this topic have been written from varying perspectives (e.g. Hellman et al., 2013; Pontes, 2018). A full summary of this nearly 4-decades old research field is beyond the scope of this paper. Thus our review here is summative. Much of the research has focused on the parameters of pathological gaming. These include issues such as it’s conceptual utility, means of diagnosis, biological or neurological markers (if any), distinguishing pathological from engaged gaming (e.g. Charlton & Danforth, 2007), cooccurrence with other mental disorders, as well as cultural reactions to new technology including technophobia and moral panic (Bowman, 2016). Despite several decades of research, opinions among scholars on these issues remain significantly divided. This is not to say that one view is correct and the other wrong, merely to note that a wide ranging literature has not always provided either consensus or clarity on these fundamental issues. Perhaps the one issue most scholars might agree upon is that some individuals play games instead of engaging in other life responsibilities. Yet, whether the games themselves are responsible for this, or whether gaming is a fun activity some people do to distract themselves from other mental health issues remains less clear. Nonetheless, several efforts have moved forward with implementing policies designed to target pathological gaming in hopes of reducing such behaviors. We now turn to a discussion of these policies. Currently Existing Policies Regarding Gaming Overuse Kiraly and colleagues (2018) present an important review of current policies targeted at the controversial pathological gaming (PG) concept. Policy approaches include those directed at limiting access to potentially overused technology, and those which are directed at providing warnings of some sort to users themselves. We briefly review each of these in turn. Policies Geared Toward Limiting Access. One way to reduce individuals’ risk of developing overuse of technology is to limit their access to that technology. Perhaps the most well-known example of a policy based on this premise is South Korea’s “shutdown” policy which attempts to limit minors’ access to the internet between the hours of midnight and 6am by requiring age verification for online use. This policy was implemented due to the perception that internet overuse had become prevalent among Korean youth and was impacting their health and grades. Thus, by carving out a particular “no use” time zone, the shutdown law is intended to free youth for adequate sleep and preparation for school and limit other mental health problems of overuse. The law was initiated in 2011, and has survived constitutional challenge in Korea but remains controversial. Regarding, the effectiveness of the shutdown law, evidence has generally not suggested the shutdown law is effective in improving youth mental health. Early work suggested that the law had little actual impact on youth internet use (Sung, 2014). More recently, the efficacy of the South Korean “shutdown” policy has been empirically evaluated (Lee, Kim & Hong, in press). This evaluation found that the policy increased youths’ nightly sleep totals by approximately 1.5 minutes and reduced the probability of developing gaming addiction by 0.7%, but only among female users. The authors concluded that the potential human rights costs of the policy and inappropriate regulation of speech were far greater than the modest gains in adolescent health. A more recent preregistered study (Przybylski, 2018) found that digital screen time had a small and non-practical effect (1.9% of the observed variability) on pediatric sleep. Przybylski additionally concluded that other contextual factors such as family life, school endeavors, and relationships were more culpable for a decline in sleep than screen time was. This finding further questions whether there is evidence for any form of regulation or shut down policy of the use of technology for children or adolescents. Other countries have also attempted shutdown laws of various sorts. Thailand enacted a shutdown law in the early 2000s, although later repealed it. Vietnam and China have also implemented or considered shutdown laws. In June 2018 French politicians voted to ban the use of mobile phones in primary and middle schools from September 2018. The reported aim of the legislation banning phones in schools is designed to improve students’ concentration and preventing cyberbullying and the watching of pornography. Criticisms of the ban have focused on the practicalities of teachers implementing and policing such a ban for all pupils. Fatigue Systems/Warning Messages. Fatigue systems are systems that disincentivized ongoing game play. These could take several forms, such as allotting fewer experience points, achievements, etc., to game play that occurs after a set time limit, or providing warnings to players once they’ve exceeded a certain time playing. At present, regulations regarding such systems appear limited to China (Kiraly et al., 2018) although they could be voluntarily included in platforms by designers themselves. Fatigue systems have received some critiques regarding potential privacy issues, and stopping points for game play that may cut-off play half-way through meaningful experiences. Empirical analyses of fatigue systems are few, although one analysis by Davies and Blake (2016) suggested that a system of soft warnings and gradually reduced incentives cause fewer disruptions that automatic shutdowns. However, incentives such as experience points only relate to a small part of gamer motivations and fatigue systems may have fewer impacts on intrinsic motivations such as those noted by Self-Determination Theory (Przybylski, Rigby & Ryan, 2010). In other words, if player motivations to play are intrinsic, manipulating extrinsic influences may produce few results. Ratings for Addictiveness. One other possibility would be to include potential ratings for a gamer’s addictiveness as part of ratings systems such as the Entertainment Software Ratings Board (ESRB) or Pan European Game Information (PEGI) systems. Likely, such ratings may be for specific mechanisms such as loot boxes (Drummond & Sa
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关于不可靠的游戏成瘾诊断的政策是本末倒置的。
在国际上,已经制定了一些政策来防止青少年出现病态或“有问题的”游戏问题,通常简称为“游戏成瘾”。特别是在世界卫生组织(WHO)发布“游戏障碍”诊断后,政策制定者可能倾向于在这个问题上制定进一步的政策。新的数据显示,韩国的关停政策没有取得成功,目前的政策努力的效果仍令人怀疑。鉴于关于病态游戏(PG)或游戏障碍(GD)是一种独特的疾病,而不是其他潜在疾病的症状的最佳概念的持续争议,很少有数据出现来鼓励政策干预。相比之下,在这个关键时刻的政策干预可能会造成相当大的伤害,并在物化病态游戏障碍的意义上摇摆不定,这在该领域仍然存在问题并处于争议性辩论中。我们建议谨慎,采用人种学和定性研究方法,开放科学,病因学理解,以及更多的时间来充分了解病理游戏是否是政策干预和告知临床医生的最佳目标。2018年,世界卫生组织(世卫组织)宣布发布了他们的“游戏障碍”诊断,这标志着视频游戏第一次被贴上了成瘾和临床障碍的标签。世界卫生组织将游戏障碍定义为游戏干扰其他生活活动的程度。世界卫生组织除了将其归类为成瘾行为外,没有提供进一步的具体症状或临床信息,将许多解释留给了临床医生。由于临床医生严重依赖明确定义的标准,这可能被认为是一种非正统的方法,不仅是心理学研究,而且是临床研究和实用程序,每天影响数百万寻求心理服务的人。相比之下,美国精神病学协会提出了一个进一步研究的类别,“网络游戏障碍”(IGD),它提供了与药物滥用和赌博障碍症状非常相似的特定症状。对这一领域的研究充其量是令人费解的,表明拟议的标准可能无法衡量任何有意义的结构,这应该引起政策制定者的关注。然而,由于对游戏过度使用的研究已经进行了多年,但没有一致的结果,因此缺乏可靠的结论并不令人惊讶。尽管围绕问题电子游戏存在争议,但世界各地已经建立了治疗病态游戏(PG)和游戏障碍(GD)的诊所,甚至在世界卫生组织正式诊断之前。虽然一些国家已经制定了旨在遏制游戏过度使用的政策,但可能使用的信息不充分的方法最终会造成弊大于利,但似乎更多国家可能会效仿这一政策,努力遏制游戏过度使用。但是这些政策是否有效,过度使用游戏是否成为这些政策的有效目标?关于网络游戏障碍症状的问题起源的讨论,请参阅(Nielsen 2018a, 2018b)关于针对游戏过度使用的公共政策的有效性,并为未来的政策提供建议。游戏过度使用研究概述关于游戏过度使用的学术研究早在1983年就开始了,当时可能是第一篇关于“垃圾时间瘾君子”的文章(Soper & Miller, 1983)。在这中间的36年里,在PsychINFO上搜索“病态游戏”或“电子游戏成瘾”的主题,得到了101篇文章。所以这绝对是一个非常有趣的话题。已经从不同的角度写了一些关于这个主题的优秀评论(例如Hellman et al., 2013;连接部分,2018)。对这个近40年历史的研究领域的全面总结超出了本文的范围。因此,我们在这里的回顾是总结性的。许多研究都集中在病态游戏的参数上。这些问题包括它的概念效用、诊断手段、生物或神经标记(如果有的话)、区分病态和沉浸式游戏(例如Charlton & Danforth, 2007)、与其他精神障碍的共同发生,以及对新技术的文化反应,包括技术恐惧症和道德恐慌(Bowman, 2016)。尽管经过了几十年的研究,学者们对这些问题的看法仍然存在很大分歧。这并不是说一种观点是正确的,另一种观点是错误的,只是要指出,广泛的文献并不总是在这些基本问题上提供共识或清晰度。也许大多数学者都同意的一个问题是,有些人玩游戏而不是从事其他生活责任。 然而,究竟是游戏本身造成了这种情况,还是游戏只是一些人用来转移注意力的一种有趣的活动,目前尚不清楚。尽管如此,为了减少这种行为,一些针对病态游戏的政策已经取得了进展。现在我们来讨论一下这些政策。Kiraly及其同事(2018)对当前针对有争议的病态游戏(PG)概念的政策进行了重要回顾。政策方法包括那些旨在限制获取可能被过度使用的技术的方法,以及那些旨在向用户本身提供某种警告的方法。我们将依次简要回顾其中的每一个。限制访问的政策。减少个人过度使用技术的风险的一种方法是限制他们使用技术。基于这一前提的政策最著名的例子可能是韩国的“关机”政策,该政策试图通过要求年龄验证来限制未成年人在午夜至早上6点之间上网。这一政策的实施是因为人们认为,韩国青少年过度使用互联网已经变得普遍,并正在影响他们的健康和成绩。因此,通过划定一个特定的“无用”时区,《关闭法》旨在让年轻人有充足的睡眠和上学准备,并限制过度使用造成的其他心理健康问题。该法律于2011年启动,在韩国经受住了宪法挑战,但仍存在争议。关于停摆法的有效性,证据普遍不表明停摆法在改善青少年心理健康方面有效。早期的工作表明,法律对青少年互联网使用的实际影响很小(Sung, 2014)。最近,对韩国“关闭”政策的有效性进行了实证评估(Lee, Kim & Hong, in press)。该评估发现,该政策使青少年每晚的睡眠时间增加了约1.5分钟,并将游戏成瘾的可能性降低了0.7%,但仅适用于女性用户。作者的结论是,政策和不当的言论管制的潜在人权成本远远大于青少年健康方面的适度收益。最近的一项预注册研究(Przybylski, 2018)发现,数字屏幕时间对儿童睡眠的影响很小,而且不实用(占观察到的变异性的1.9%)。Przybylski还得出结论,其他环境因素,如家庭生活、学校学习和人际关系,比屏幕时间更容易导致睡眠减少。这一发现进一步质疑,是否有证据表明有任何形式的监管或禁止儿童或青少年使用科技产品的政策。其他国家也尝试过各种各样的关闭法。泰国在21世纪初颁布了一项关闭法律,尽管后来被废除。越南和中国也已经实施或考虑实施关停法。2018年6月,法国政客投票决定从2018年9月起禁止在中小学使用手机。据报道,这项禁止在校使用手机的立法旨在提高学生的注意力,防止网络欺凌和观看色情内容。对这一禁令的批评集中在教师对所有学生实施和监督这一禁令的实用性上。疲劳系统/警告信息。疲劳系统是一种阻碍玩家继续玩游戏的系统。这些措施可以采取多种形式,如在设定时间限制后分配更少的经验值、成就等,或者在玩家超过一定时间后向他们提供警告。目前,有关此类系统的法规似乎仅限于中国(Kiraly等人,2018),尽管它们可以由设计师自己自愿包含在平台中。疲劳系统受到了一些关于潜在隐私问题的批评,以及游戏玩法的停止点可能会在有意义的体验中途中断游戏。对疲劳系统的实证分析很少,尽管Davies和Blake(2016)的一项分析表明,软警告和逐步减少激励的系统造成的干扰比自动停机更少。然而,经验值等激励机制只与玩家动机的一小部分相关,疲劳系统可能对内在动机的影响较小,如自我决定理论(Przybylski, Rigby & Ryan, 2010)。换句话说,如果玩家的游戏动机是内在的,那么操纵外部影响可能不会产生什么结果。上瘾程度评级。 另一种可能性是将潜在的玩家上瘾程度作为评级系统的一部分,如娱乐软件评级委员会(ESRB)或泛欧游戏信息(PEGI)系统。这种评级可能是针对特定机制,如战利品箱
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期刊介绍: Psychology of Popular Media Culture ® is a scholarly journal dedicated to publishing empirical research and papers on how popular culture and general media influence individual, group, and system behavior. The journal publishes rigorous research studies, as well as data-driven theoretical papers on constructs, consequences, program evaluations, and trends related to popular culture and various media sources. Although the journal welcomes and encourages submissions from a wide variety of disciplines, topics should be linked to psychological theory and research.
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The Role of Envy in Linking Active and Passive Social Media use to Memory Functioning. Selfie Appearance Investment and Peer Feedback Concern: Multi-Method Investigation of Adolescent Selfie Practices and Adjustment. "Ur a freakin goddess!": Examining Appearance Commentary on Instagram. When the camera does lie: Selfies are dishonest indicators of dominance. Fandom, social media, and identity work: The emergence of virtual community through the pronoun “we”.
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