David Zendle, Catherine Flick, Elena Gordon-Petrovskaya, Nick Ballou, Leon Y. Xiao, Anders Drachen
{"title":"没有证据表明中国的游戏时间规定减少了电子游戏行业某一领域的重度游戏。","authors":"David Zendle, Catherine Flick, Elena Gordon-Petrovskaya, Nick Ballou, Leon Y. Xiao, Anders Drachen","doi":"10.1038/s41562-023-01669-8","DOIUrl":null,"url":null,"abstract":"Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people’s playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139–1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates. The authors show that video game playtime restriction policies in China had no discernible influence on time spent gaming.","PeriodicalId":19074,"journal":{"name":"Nature Human Behaviour","volume":"7 10","pages":"1753-1766"},"PeriodicalIF":21.4000,"publicationDate":"2023-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10593605/pdf/","citationCount":"0","resultStr":"{\"title\":\"No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry\",\"authors\":\"David Zendle, Catherine Flick, Elena Gordon-Petrovskaya, Nick Ballou, Leon Y. Xiao, Anders Drachen\",\"doi\":\"10.1038/s41562-023-01669-8\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people’s playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139–1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates. The authors show that video game playtime restriction policies in China had no discernible influence on time spent gaming.\",\"PeriodicalId\":19074,\"journal\":{\"name\":\"Nature Human Behaviour\",\"volume\":\"7 10\",\"pages\":\"1753-1766\"},\"PeriodicalIF\":21.4000,\"publicationDate\":\"2023-08-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10593605/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Nature Human Behaviour\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.nature.com/articles/s41562-023-01669-8\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"MULTIDISCIPLINARY SCIENCES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nature Human Behaviour","FirstCategoryId":"102","ListUrlMain":"https://www.nature.com/articles/s41562-023-01669-8","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"MULTIDISCIPLINARY SCIENCES","Score":null,"Total":0}
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
Governments around the world are considering regulatory measures to reduce young people’s time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people’s playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139–1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates. The authors show that video game playtime restriction policies in China had no discernible influence on time spent gaming.
期刊介绍:
Nature Human Behaviour is a journal that focuses on publishing research of outstanding significance into any aspect of human behavior.The research can cover various areas such as psychological, biological, and social bases of human behavior.It also includes the study of origins, development, and disorders related to human behavior.The primary aim of the journal is to increase the visibility of research in the field and enhance its societal reach and impact.