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Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy

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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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Compliance and alternative behaviors of heavy
gamers in adolescents to Chinese online gaming
restriction policy
XINYU ZHOU
1,2
, MIN LIAO
1,2
, MONIKA GOROWSKA
1,2
,
XIJING CHEN
1,2
pand YONGHUI LI
1,2
1
Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101,
Beijing, China
2
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China
Received: September 8, 2022 Revised manuscript received: January 25, 2024; March 14, 2024 Accepted: March 23,
2024
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: Asmall
percentage of heavy gamers violated the restriction by renting othersgame accounts (3%) or using a
family members 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.
KEYWORDS
gaming restriction policy, adolescents, video game playing, addiction, China, regulation, policy, short videos,
alternative behaviors
INTRODUCTION
Online gaming is a popular pastime for Chinese adolescents (China Internet Network
Information Center, 2021), but excessive use can have negative effects on their physical
activity and education (Hong et al., 2019;Kocako
glu, Karao
glu, & Kutlu, 2021). While
moderate gaming can benet emotional well-being and social interactions (Lobel, Engels,
Stone, & Granic, 2019;Russoniello, OBrien, & Parks, 2009), it is important to nd ways to
prevent harm caused by excessive use.
Limiting availability of online gaming through policy measures has been proposed as a
solution to prevent excessive gaming (Daniel, 2019;Kiraly et al., 2018). While such measures
would perhaps be criticized in the Western world for potentially violating civil liberties, some
Asian countries with strong government control have enforced bans on online gaming
(Kiraly et al., 2018). In August 2021, China imposed online gaming restrictions for minors
under 18, limiting gaming time to one hour on Fridays, Saturdays, Sundays, and holidays.
Journal of Behavioral
Addictions
DOI:
10.1556/2006.2024.00021
© 2024 The Author(s)
BRIEF REPORT
pCorresponding author.
E-mail: chenxijing@psych.ac.cn
Unauthenticated | Downloaded 05/20/24 02:47 AM UTC
This policy aimed to prevent adolescents from excessive
online gaming, thereby promoting healthier behaviors, such
as social interaction or physical activity, that foster their
overall development (The State Press and Publication
Administration, 2021).
Despite reports from gaming companies indicating that
adolescents are less engaged in online games following the
policy, it is unknown what alternative behaviors the heavy
gamers would take when the games are unavailable. Ac-
cording to Tencents earnings report, the percentage of time
spent and money consumed by minors among all players has
declined in September 2021 compared to the previous year
(Tencent, 2021). Some scholars believe that this policy seems
useful on the surface (Carrasp, Stavropoulos, Motti-Stefanidi,
Labrique, & Grifths, 2021), but it remains unclear whether
any positive outcomes, such as increased physical exercise and
social activities, have resulted from the reduction of gaming
time and cost (Xiao, 2022). For heavy gamers who spent more
than two hours on games prior to the policy, such circum-
stances can be particularly challenging, as they may have a
strong motivation to violate the restriction and nd other
ways to continue playing or engage in other online activities
such as watching short videos (Davies & Blake, 2016). Short
videos are becoming a new addictive medium (Lu, Liu, Ge,
Bai, & Liu, 2022;Xu, Gao, Wei, Liu, & Zhang, 2023) and may
become a common alternative behavior for heavy adolescent
gamers. These videos offer novel content and are recom-
mended based on user preferences (Nam & Jung, 2021).
Adolescents spend more time watching short videos than
young adults (Wu et al., 2021), and 73.6% of them watch such
content for entertainment purpose rather than for educational
or hobby-related activities (China Internet Network Infor-
mation Center, 2023). Therefore, examining differences
among adolescents and their relationship with the evolution
of online behaviors in this context may offer valuable insights
for preventing gaming addiction in the future (Carrasp et al.,
2021;Stavropoulos, Motti-Stefanidi, & Grifths, 2022).
Considering the limited empirical studies on heavy
gamers in adolescents under this restriction (Kiraly, Browne,
& Demetrovics, 2022), the overall aims of this cross-
sectional study are:
1. To identify the compliance of heavy gamers with this
restriction and determine whether they would violate it.
2. To identify the desirable and undesirable alternative be-
haviors adopted by heavy gamers under the restriction.
3. To determine the factors (individual factors, feeling of
restriction, parent technology interference) that are
associated with the behaviors of violating the restriction
and watching short videos.
METHODS
Participants
In December 2021, three months after implementing the
online gaming restriction, we used convenience sampling to
collect data. Researchers contacted primary and middle
school teachers in their social network and introduced this
study. Then the teachers introduced this project to 2,846
adolescent students in the classroom, and their parents in
WeChat groups. Adolescents interested in participating in
this study completed the online questionnaires. All questions
were listed in Questionnaire Star, a professional online
survey platform widely used in China (Huang, 2021). To
investigate the response of heavy gamers to the policy, we
selected 430 individuals based on the following inclusion
criteria: (1) adolescents aged 918 years old; (2) who spent
two or more hours per day on online gaming prior to
the policy (Gromada, 2022). Exclusion criteria included:
(1) adolescents who refused to answer (n510); (2) adoles-
cents who reported game time exceeding 15 h per day (n57).
Measures
Behaviors in response to the policy. We used a following
multiple-choice question to measure behaviors in response
to the policy: "Do you take the following options when you
want to play but the game is restricted?". The options were
created based on a series of unstructured interviews with
adolescent gamers (n548). To ensure the representative-
ness of the data, we sampled students from various grades in
the middle and primary schools. The researchers conducted
individual interviews with each participant and recorded
their responses. We included all responses for a compre-
hensive set of options. From the responses, we identied two
types of behaviors that violated the gaming restriction.
Internet-focused activities were considered undesirable be-
haviors as they contradicted the original intention of the
policy, while those with potential mental or physical health
benets were classied as desirable behaviors.
Individual factors. Individual factors included age, sex,
place of residence, stable hobbies, regular sports, and pre-
policy gaming time (Henchoz et al., 2016;Hong et al., 2019).
Stable hobbies and regular sports were scored using a two-
point system. For instance, hobbies were measured by the
question Do you have stable hobbies? (yes, no). Partici-
pants were also asked about their daily online gaming
duration (minutes) before the policy implementation.
Feeling of restriction. Feeling of restriction was measured
by the question After August 30, do you feel restricted in
playing online games? (yes, no).
Parent technology interference. Parent technology inter-
ference was measured by the question When talking or
doing activities with your parents, were you frequently
interrupted because your parents use electronic devices
(mobile phone/TV/tablet/computer/game console/iPad)?
with the same scoring rules as mentioned above (McDaniel
& Radesky, 2018).
Data analysis
The compliance was measured by subtracting the propor-
tion of participants who violated the restriction from the
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total sample. The prevalence of each undesirable and
desirable alternative behavior was determined by calcu-
lating their respective proportions among the participants.
The factors that related to the behaviors of violating the
restriction and watching short videos were tested by
multivariate logistic regression analysis. Data analysis was
performed using SPSS 26.0, and significance was tested at
the p< 0.05 level.
Ethics
The study was approved by the ethical committee of the
Institute of Psychology, Chinese Academy of Sciences
(reference No. H21099). Online informed consent was ob-
tained from all individual participants and the participant
has consented for data to be used in the research.
RESULTS
Compliance
84.7% of the heavy gamers complied with the online
gaming restriction, but 14% used a family members identity
(n562) and 3% (n511) rented the game accounts (see
Fig. 1). Additionally, 75.6% of the heavy gamer participants
(n5325) reported experiencing restrictions due to the
policy (see Table 1).
Alternative behaviors
Figure 1 illustrated the distribution of behaviors among
participants in response to the restriction. Among the
desirable behaviors, the participants reported listening to
music (45%; n5195), studying (41%; n5117), going out
with family or friends (38%; n5164), playing sports
(36%; n5155), sleeping (32%; n5136), and taking up
hobbies such as chess or dance (19%; n583). In terms of
undesirable behaviors, the participants engaged not only in
gaming-related activities, including playing other unlimited
games (23%; n598) and watching online game live (20%;
n586), but also in other internet activities, including
watching short videos (59%, n5255), watching anime or
TV series (51%; n5218), and reading internet novels (20%;
n586).
The most prevalent alternative behavior among heavy
gamers was watching short videos. Since it was considered
an undesirable behavior, we conducted the further analysis
to identify the influencing factors.
The factors influencing the behaviors of violating the
restriction and watching short videos
Place of residence, pre-policy gaming time, feeling of re-
striction, and parental technology interference were pre-
dictors of violating the restriction (see Table 1). Compared
to participants living in rural areas, those in urban areas
(aOR 50.43, CI: 0.250.76) had lower odds of violating the
restriction. Similarly, participants who felt restriction from
playing online games (aOR 50.52, CI: 0.280.98) had lower
odds of violating the restriction, and those who felt parental
technology interference (aOR 51.86, CI: 1.060.3.28) had
higher odds of violating the restriction. Participants who
spent more time on gaming prior to the policy were more
likely to violate the restriction.
Sex and stable hobbies were predictors of watching short
videos (see Table 1). Compared to females, male participants
(aOR 50.46, CI: 0.290.72) had lower odds of watching
short videos. Compared to participants who did not have
stable hobbies, those who did (aOR 50.63, CI: 0.420.95)
had lower odds of watching short videos.
Fig. 1. Proportions for violating the restriction and each alternative behavior. The left panel displayed the ratio for using a family
members identity or renting the game accounts to violate the restriction. The right panel showed the ratio for each alternative behavior,
including undesirable behaviors (gaming-related activities in red, other internet activities in orange), as well as desirable behaviors (in blue)
Journal of Behavioral Addictions 3
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DISCUSSION
In our study, we found that the majority of heavy gamers
among adolescents felt restricted by the policy. Moreover, a
small percentage of them violated this restriction by renting
the game accounts (3%) or using a family members identity
to authenticate the game (14%). Since renting game accounts
was considered illegal, so heavy gamers rarely resorted to this
method. Therefore, using a family members identity for
authentication was a more common behavior (Zhan & Chan,
2012), despite companies actively adopting facial recognition
for login and during gameplay (May & Chien, 2021).
Surprisingly, more than half of heavy gamers used short
videos to pass the time when they were unable to engage in
gaming activities. This result coincided with the significant
presence of adolescents on short video platforms, as evi-
denced by the fact that 69.7% of adolescents in the United
States (Statista, 2023) and 54.1% of adolescents in China
(China Internet Network Information Center, 2023) were
active users in 2023. While short videos offer certain bene-
ts, their addictive nature can contribute to excessive screen
time, ultimately affecting adolescentscognitive functions
and academic performance (Xu et al., 2023). That is, this
policy did not have a satisfactory impact on reducing screen
time. Nevertheless, we also found that more than 30% of
adolescents opted for desirable behaviors, such as engaging
in physical activities and improving social interaction, which
enhanced their overall well-being.
The regression analysis identified several influencing
factors for undesirable behaviors, including the place of
residence, sex, hobbies, and parental technology interfer-
ence. It revealed that adolescents in rural areas were more
likely to violate the restriction, consistent with previous
research that highlighted their vulnerability to online
gaming addiction (Pawlowska et al., 2015). There is an
observed tendency for rural parents to exercise less super-
vision over their childrens internet usage (Chang et al.,
2016) and the noted absence of community resources (Li,
Liu, Zhang, & Xu, 2015), highlighting the need for rural
infrastructure development. Furthermore, adolescents who
were distracted by their parentselectronic devices were
more likely to ignore game restrictions, indicating that
parents should be mindful of their device usage. Moreover,
adolescent girls were more inclined to consume short videos
as an alternative behavior compared to boys. This is
consistent with previous studies showing that adolescent
girls watch videos more frequently (Taverno Ross et al.,
2013). Besides, heavy gamers who reported having no stable
hobbies preferred to use short videos, highlighting the
importance of guiding adolescents in developing stable in-
terests (Auhuber, Vogel, Grafe, Kiess, & Poulain, 2019).
To our knowledge, this study was the first to examine the
compliance and the alternative behaviors of heavy gamers
when faced with gaming policy, as well as factors that
contribute to violating the restriction and watching short
videos. The results showed that, even though the policy
restricted heavy gaming, it also led to undesirable behaviors,
Table 1. Weighted adjusted logistic regression models of violating the restriction and watching short videos (n5430)
Total
Violate the restriction (n566) Watch short videos (n5255)
n(%)/M (SD) aOR (95%CI) pvalue n(%)/M (SD) aOR (95%CI) pvalue
Sex 0.229 <0.001
Male 295 (68.6%) 48 (72.7%) 1.46 (0.79, 2.71) 158 (62.0%) 0.46 (0.29, 0.72)
Female 135 (31.40%) 18 (27.3%) REF 97 (38.0%) REF
Age 12.75 (1.48) 12.70 (1.61) 0.99 (0.82, 1.20) 0.921 12.80 (1.55) 1.05 (0.92, 1.20) 0.473
Place of residence 0.003 0.708
Urban 242 (56.3%) 27 (40.9%) 0.43 (0.25, 0.76) 141 (55.3%) 0.93 (0.62, 1.38)
Rural 188 (43.7%) 39 (59.1%) REF 114 (44.7%) REF
Pre-policy gaming
time
210.91 (127.96) 264.83 (165.89) 1.01 (1.00, 1.01) <0.001 218.14 (133.078) 1.00 (0.99, 1.00) 0.327
Feeling of restriction 0.040 0.682
Yes 325 (75.6%) 46 (69.7%) 0.52 (0.28, 0.98) 195 (76.5%) 1.10 (0.69, 1.76)
No 105 (24.4%) 20 (30.3%) REF 60 (23.5%) REF
Stable hobby 0.594 0.028
Yes 250 (58.1%) 40 (60.6%) 1.17 (0.66, 2.06) 136 (53.3%) 0.63 (0.42, 0.95)
No 180 (41.9%) 26 (39.4%) REF 119 (46.7%) REF
Regular sports 0.537 0.492
Yes 279 (64.9%) 40 (60.6%) 0.83 (0.47, 1.48) 158 (60.2%) 0.86 (0.56, 1.32)
No 151 (35.1%) 26 (39.4%) REF 97 (38.0%) REF
Parental technology
interference
0.031 0.208
Yes 145 (33.7%) 29 (43.9%) 1.86 (1.06, 3.28) 91 (35.7%) 1.32 (0.86, 2.01)
No 285 (66.3%) 37 (56.1%) REF 164 (64.3%) REF
Notes. Continuous variables are presented using means (standard deviations), while categorical variables are presented using sample size
(weighted percentages); aOR 5adjusted odds ratio; 95% CI: 95% Condence interval; REF is reference group.
4Journal of Behavioral Addictions
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especially watching short videos. To foster the mental and
physical well-being of adolescents, governments should
prioritize the development of community infrastructure that
supports outdoor leisure activities in rural areas. Parents, on
the other hand, should demonstrate responsible technology
usage behaviors and maintain household discipline. While
adolescents should cultivate positive hobbies for resilience
against internet addiction.
Funding sources: This study was funded by a grant from
International Cooperation and Exchange of the National
Natural Science Foundation of China (32161133004).
Authorscontribution: Xinyu Zhou conceived of the study,
performed the statistical analysis, and drafted the manu-
script; Min Liao and Monika Gorowska conducted data
collection and helped to draft the manuscript; Xijing Chen
led the statistical analysis and interpretation, and helped in
drafting the manuscript. Yonghui Li helped to conceive the
present study with collected data, participated in its design
and coordination, All authors read and approved the final
manuscript.
Conflict of interest: All authors have no conflicts of interest
and did not receive any financial support from any other
organization regarding the content of this paper.
Data availability statement: The data that support the
findings of this study are available from the corresponding
author, XC, upon reasonable request.
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6Journal of Behavioral Addictions
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... Zhou, Liao, Gorowska, Chen, and Li (2024) investigated whether Mainland Chinese young people complied with the government restrictions on how long they are permitted to play online video games imposed in September 2021 and, if so, what alternative behaviours they engaged in instead. Needless to say, it is important to study the implementation and consequences of policymaking to ensure that regulations are evidence-based. ...
... The Notice that announced the 2021 restrictions stated in its title that it was intended to 'further strictly regulate [进一步严格管理]' (国家新闻出版 署 [National Press and Publication Administration (PRC)], 2021). Zhou et al. (2024) presented their results as if the 2021 restrictions were the first imposition of any such restrictions, which is misleading. Reading Zhou et al. (2024) with that local knowledge reveals certain surprising insights but also some methodological issues. ...
... Zhou et al. (2024) presented their results as if the 2021 restrictions were the first imposition of any such restrictions, which is misleading. Reading Zhou et al. (2024) with that local knowledge reveals certain surprising insights but also some methodological issues. ...
Article
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Investigating the impacts of addiction policymaking following implementation is important. Effective policies should be considered for emulation elsewhere, whilst ineffective policies should be repealed. Zhou et al. (2024) reported how Mainland Chinese under-18s responded to the 2021 restrictions on their online videogame playtime, which were intended to curb online gaming addiction. However, Zhou et al. failed to mention that Mainland China had previously tried to achieve the same regulatory aim by imposing rules in 2019 that were more lenient than the 2021 rules but nonetheless restricted under-18s' gameplay time. These 2019 restrictions were neither acknowledged as crucial background in the introduction section nor accounted for by Zhou et al. when interpreting their results, thus giving readers the incorrect impression that the 2021 rules were the first ones introduced and that under-18s' gameplay time was not restricted at all prior to 2021. Importantly, Zhou et al.’s entire sample of young people therefore consisted not merely of ‘heavy gamers’ as they euphemistically described them as, but ‘counterplayers’ who actively contravened the 2019 rules. The misleading omission of this context is a major limitation and misrepresentation. The results should be interpreted accordingly and not overgeneralised.
... Zhou, Liao, Gorowska, Chen, and Li (2024) investigated whether Mainland Chinese young people complied with the government restrictions on how long they are permitted to play online video games imposed in September 2021 and, if so, what alternative behaviours they engaged in instead. Needless to say, it is important to study the implementation and consequences of policymaking to ensure that regulations are evidence-based. ...
... The Notice that announced the 2021 restrictions stated in its title that it was intended to 'further strictly regulate [进一步严格管理]' (国家新闻出版 署 [National Press and Publication Administration (PRC)], 2021). Zhou et al. (2024) presented their results as if the 2021 restrictions were the first imposition of any such restrictions, which is misleading. Reading Zhou et al. (2024) with that local knowledge reveals certain surprising insights but also some methodological issues. ...
... Zhou et al. (2024) presented their results as if the 2021 restrictions were the first imposition of any such restrictions, which is misleading. Reading Zhou et al. (2024) with that local knowledge reveals certain surprising insights but also some methodological issues. ...
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Investigating the impacts of addiction policymaking following implementation is important. Effective policies should be considered for emulation elsewhere, whilst ineffective policies should be repealed. Zhou et al. (2024) reported how Mainland Chinese under-18s responded to the 2021 restrictions on their online videogame playtime. However, a major limitation was not disclosed. Mainland China had previously imposed rules in 2019 that were more lenient but nonetheless restricted gameplay time. Zhou et al.’s entire sample therefore consisted not merely of ‘heavy gamers’ as they described them as, but ‘counterplayers’ who actively contravened the 2019 rules. The results should be interpreted accordingly and not overgeneralised.
Article
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Abstact The paper analyses how four screen activities relate to reading scores using the representative sample of 21,217 ten-year-olds who sat online and offline Progress in International Reading Literacy Study (PIRLS) test in six high-income European countries. In regression models, gaming and Internet use showed a right-skewed inverted U-shape relationship to online reading with moderate use (30-60 minutes daily) showing a positive association when compared to both no-use and heavy use (above 2 hours). Online chatting and watching videos showed negative relationship to online reading above the threshold of approximately one hour daily. Quantile regression showed that all four types of screen time had similar influence on top and bottom performers except for gaming over 2 hours daily which was associated with 26-point (or over a quarter of a standard deviation) lower score for low-performers and 6-point lower score for top-performers. The paper documents the emergence of online-offline reading gaps: children who reported no screen use scored 6-11 points lower on online than offline test. Similarly, children who spent more time online scored higher on online tests than on offline tests. Whenever the heavy screen use yielded significant results, it was associated with higher online score (ranging from 8 to 16 points) when compared to offline score. A common finding for all screen activities, testing modes and groups of performers is an adverse effect on reading of more than two hours daily of screen time.
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China imposed strict restrictions on young people's participation in videogaming from September 2021. Colder Carras et al.'s commentary (2021) referred to this policy as ‘draconian,’ i.e. , ‘excessively harsh and severe.’ However, any opinion on whether this policy is ‘draconian’ is a value judgment, and any judgment on its ‘effectiveness’ ought to be reserved until proven or disproven by empirical evidence. Indeed, the Chinese policy is neither potentially ineffective nor draconian, and is already providing at least one identifiable benefit: enhancing consumer protection by effectively reducing underage players' monetary spending on videogames, including on randomised, gambling-like mechanics known as ‘loot boxes.’
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The adolescent addiction to short video applications is becoming increasingly prominent, which has brought great challenges to the physical and mental health and daily life of the adolescents. This manuscript conducts an empirical study on the contributing factors of the adolescent addiction to short video applications based on the user generated content (UGC). In our study, 96 participants aged 15–25 were surveyed by questionnaire, and then cross-analysis of individual factors and SEM analysis of UGC content factors were carried out. Through the analysis of individual factors of the adolescent addiction from the perspective of gender, age, and family environment, this study reveals that male users are more addicted to the use of applications (APP), and such addiction varies with age, and prolonged family members’ use of short video APP can also exacerbate the adolescent addiction degree. Furthermore, through verification of the theoretical model, it indicates that UGC perception and the degree of boredom in daily life have a significant positive effect on the level of addiction to short video applications, and the degree of boredom in daily life plays a significant mediating role between them. Based on the research on the influences of UGC on the adolescent immersive experience, this study proposes a mechanism of the adolescent addiction to the use of short video applications in the mobile Internet age to provide a better service guarantee for the adolescents.
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In August of 2021, China imposed severe restrictions on children’s online gaming time. We argue that such a policy may seem useful on the surface but does not reflect the current evidence concerning prevention of disordered gaming. Videogame play is normal for children worldwide, and like other leisure activities can lead to benefits for the majority and problems for a minority. Problematic or disordered play results from the interaction of multiple risk factors that are not addressed by draconian policy measures. Identifying these factors through stakeholder-engaged research and current evidence will be much more likely to succeed in preventing disordered gaming and promoting youth wellbeing.
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The success of unmanned car, an emerging tool of transportation with so many advantages, depends to a large extent on its user acceptability. Potential designers are both the decision makers of driverless car design and the users of driverless cars. This study aims to explore the influencing factors of the potential designers’ intention to use unmanned cars. Based on the theory of Technology Acceptance Model (TAM), this study further expanded the TAM by incorporating perceived trust, perceived enjoyment and self-efficacy, so as to explain and predict potential designers’ intention to use unmanned cars. The questionnaire is determined through theoretical literature, pre-tests, etc., and the Structural Equation Model is used to analyze the data of 202 valid survey samples to investigate the influencing factors of the willingness to use unmanned vehicles. The results show that potential designers’ intention to use unmanned cars is positively affected by perceived trust, perceived enjoyment, perceived usefulness and perceived ease of use, and perceived trust has a positive effect on perceived ease of use, self-efficacy and perceived ease of use also have a positive effect on perceived usefulness. The findings of this study can provide designers and developers of unmanned cars, policy makers and implementers with guidance in the follow-up design, policy formulation and advertising of unmanned cars.
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Due to continued groundbreaking digital advancements, Internet use has increased significantly. This has led to a heated debate in relation to weighing the many advantages of the technology against its potentially deleterious effects. To address such questions, experts converge on the need for greater knowledge around the way individual differences, partly shaped by an individual’s unique experiences of engaging with the medium, and partly by other real-life experiences, lead to different developmental trajectories. Consequently, the goals of the present review are to (i) broadly describe differences in digital media applications, users, and usage; (ii) introduce the Cyber-Developmental Framework (CDF), as an overarching framework for understanding individual differences in adaptive and maladaptive digital media use among youth; (iii) delineate the cyber-component of this framework in relation to users’ experience of the digital context, their activity within it, as well as their digital self-presence, which may have an impact on their digital media use; and (iv) summarize priorities and future directions through the lens of this CDF. Within this context, this review particularly emphasizes the effect of digital media use on youth’s psychological well-being. It is argued that the trajectory youth will follow in their use of the Internet is a function of the interplay between their characteristics, their proximate and distal contexts, and the particular features of the digital application(s) that the individual is engaged in. The review points to the need to conduct research focusing on better understanding the developmental and digital-context-related influences on youth’s trajectories of Internet use.
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This study explores digital natives’ consumption of snack contents, which are short-form digital contents that reflects on the emerging trend of snack culture, referring to the participative, multi-tasking, and shortened consumption of digital contents. Specifically, employing goal theory and a means-end chain approach, this study investigates digital natives’ snack content consumption behaviors and the goals they pursue through those behaviors. Data were collected using laddering interviews, a type of semi-structured interview, and the results of the analyses were presented in a hierarchical goal map that identified four attributes and 14 goals associated with snack content consumption. The findings show that information acquisition, sense of accomplishment, fun, and restorative are the main four values users obtain through the usage of snack contents. This empirical study enhances the understanding of digital natives’ goals in consuming snack contents and provides insights into the current trend of digital content consumption.