Authors:
Xinyu Zhou Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China

Search for other papers by Xinyu Zhou in
Current site
Google Scholar
PubMed
Close
https://orcid.org/0000-0002-7439-6189
,
Min Liao Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China

Search for other papers by Min Liao in
Current site
Google Scholar
PubMed
Close
https://orcid.org/0000-0003-2156-3331
,
Monika Gorowska Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China

Search for other papers by Monika Gorowska in
Current site
Google Scholar
PubMed
Close
https://orcid.org/0000-0002-4357-8705
,
Xijing Chen Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China

Search for other papers by Xijing Chen in
Current site
Google Scholar
PubMed
Close
https://orcid.org/0000-0002-0317-9849
, and
Yonghui Li Key Laboratory of Mental Health, Institute of Psychology, Chinese Academy of Sciences, 100101, Beijing, China
Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China

Search for other papers by Yonghui Li in
Current site
Google Scholar
PubMed
Close
https://orcid.org/0000-0002-4372-9104
Open access

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

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.

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

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.

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; Kocakoğlu, Karaoğlu, & Kutlu, 2021). While moderate gaming can benefit emotional well-being and social interactions (Lobel, Engels, Stone, & Granic, 2019; Russoniello, O'Brien, & Parks, 2009), it is important to find 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. 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. According to Tencent's 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, & Griffiths, 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 circumstances can be particularly challenging, as they may have a strong motivation to violate the restriction and find 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 recommended 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 Information 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, & Griffiths, 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 behaviors 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 9–18 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 (n = 10); (2) adolescents who reported game time exceeding 15 h per day (n = 7).

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 (n = 48). To ensure the representativeness 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 comprehensive set of options. From the responses, we identified two types of behaviors that violated the gaming restriction. Internet-focused activities were considered undesirable behaviors as they contradicted the original intention of the policy, while those with potential mental or physical health benefits were classified 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)”. Participants 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 interference 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 proportion of participants who violated the restriction from the total sample. The prevalence of each undesirable and desirable alternative behavior was determined by calculating 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 obtained 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 member's identity (n = 62) and 3% (n = 11) rented the game accounts (see Fig. 1). Additionally, 75.6% of the heavy gamer participants (n = 325) reported experiencing restrictions due to the policy (see Table 1).

Fig. 1.
Fig. 1.

Proportions for violating the restriction and each alternative behavior. The left panel displayed the ratio for using a family member's 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)

Citation: Journal of Behavioral Addictions 13, 2; 10.1556/2006.2024.00021

Table 1.

Weighted adjusted logistic regression models of violating the restriction and watching short videos (n = 430)

TotalViolate the restriction (n = 66)Watch short videos (n = 255)
n (%)/M (SD)aOR (95%CI)p valuen (%)/M (SD)aOR (95%CI)p value
Sex0.229<0.001
 Male295 (68.6%)48 (72.7%)1.46 (0.79, 2.71)158 (62.0%)0.46 (0.29, 0.72)
 Female135 (31.40%)18 (27.3%)REF97 (38.0%)REF
Age12.75 (1.48)12.70 (1.61)0.99 (0.82, 1.20)0.92112.80 (1.55)1.05 (0.92, 1.20)0.473
Place of residence0.0030.708
 Urban242 (56.3%)27 (40.9%)0.43 (0.25, 0.76)141 (55.3%)0.93 (0.62, 1.38)
 Rural188 (43.7%)39 (59.1%)REF114 (44.7%)REF
Pre-policy gaming time210.91 (127.96)264.83 (165.89)1.01 (1.00, 1.01)<0.001218.14 (133.078)1.00 (0.99, 1.00)0.327
Feeling of restriction0.0400.682
 Yes325 (75.6%)46 (69.7%)0.52 (0.28, 0.98)195 (76.5%)1.10 (0.69, 1.76)
 No105 (24.4%)20 (30.3%)REF60 (23.5%)REF
Stable hobby0.5940.028
 Yes250 (58.1%)40 (60.6%)1.17 (0.66, 2.06)136 (53.3%)0.63 (0.42, 0.95)
 No180 (41.9%)26 (39.4%)REF119 (46.7%)REF
Regular sports0.5370.492
 Yes279 (64.9%)40 (60.6%)0.83 (0.47, 1.48)158 (60.2%)0.86 (0.56, 1.32)
 No151 (35.1%)26 (39.4%)REF97 (38.0%)REF
Parental technology interference0.0310.208
 Yes145 (33.7%)29 (43.9%)1.86 (1.06, 3.28)91 (35.7%)1.32 (0.86, 2.01)
 No285 (66.3%)37 (56.1%)REF164 (64.3%)REF

Notes. Continuous variables are presented using means (standard deviations), while categorical variables are presented using sample size (weighted percentages); aOR = adjusted odds ratio; 95% CI: 95% Confidence interval; REF is reference group.

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%; n = 195), studying (41%; n = 117), going out with family or friends (38%; n = 164), playing sports (36%; n = 155), sleeping (32%; n = 136), and taking up hobbies such as chess or dance (19%; n = 83). In terms of undesirable behaviors, the participants engaged not only in gaming-related activities, including playing other unlimited games (23%; n = 98) and watching online game live (20%; n = 86), but also in other internet activities, including watching short videos (59%, n = 255), watching anime or TV series (51%; n = 218), and reading internet novels (20%; n = 86).

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 restriction, and parental technology interference were predictors of violating the restriction (see Table 1). Compared to participants living in rural areas, those in urban areas (aOR = 0.43, CI: 0.25–0.76) had lower odds of violating the restriction. Similarly, participants who felt restriction from playing online games (aOR = 0.52, CI: 0.28–0.98) had lower odds of violating the restriction, and those who felt parental technology interference (aOR = 1.86, CI: 1.06–0.3.28) 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 = 0.46, CI: 0.29–0.72) had lower odds of watching short videos. Compared to participants who did not have stable hobbies, those who did (aOR = 0.63, CI: 0.42–0.95) had lower odds of watching short videos.

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 member's 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 member's 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 evidenced 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 benefits, their addictive nature can contribute to excessive screen time, ultimately affecting adolescents' cognitive 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 interference. 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 supervision over their children's 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 parents' electronic 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 interests (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, 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).

Authors' contribution

Xinyu Zhou conceived of the study, performed the statistical analysis, and drafted the manuscript; 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.

References

  • Auhuber, L., Vogel, M., Grafe, N., Kiess, W., & Poulain, T. (2019). Leisure activities of healthy children and adolescents. International Journal of Environmental Research and Public Health, 16(12), 2078. https://doi.org/10.3390/ijerph16122078.

    • Search Google Scholar
    • Export Citation
  • Carrasp, M. C., Stavropoulos, V., Motti-Stefanidi, F., Labrique, A., & Griffiths, M. D. (2021). Draconian policy measures are unlikely to prevent disordered gaming. Journal of Behavioral Addictions, 10(4), 849853. https://doi.org/10.1556/2006.2021.00075.

    • Search Google Scholar
    • Export Citation
  • Chang, F. C., Miao, N. F., Chiu, C. H., Chen, P. H., Lee, C. M., Chiang, J. T., & Chuang, H. Y. (2016). Urban–rural differences in parental Internet mediation and adolescents’ Internet risks in Taiwan. Health, Risk and Society, 18(3–4), 188204. https://doi.org/10.1080/13698575.2016.1190002.

    • Search Google Scholar
    • Export Citation
  • China Internet Network Information Center (2021). Report on Internet use of minors in China. Retrieved March 20, 2022, from http://www.cnnic.cn/hlwfzyj/hlwxzbg/qsnbg/202107/t20210720_71505.htm.

    • Search Google Scholar
    • Export Citation
  • China Internet Network Information Center (2023). The 5th national survey report on internet use among Chinese minors. Retrieved December 30, 2023, from https://www.cnnic.net.cn/n4/2023/1225/c116-10908.html.

    • Search Google Scholar
    • Export Citation
  • Daniel, T. L. S. (2019). The “ABCDE” of video gaming control: Arguments, basic research, conceptual models, documented lessons, and evaluation. Journal of Behavioral Addictions, 8(1), 36. https://doi.org/10.1556/2006.8.2019.13.

    • Search Google Scholar
    • Export Citation
  • Davies, B., & Blake, E. (2016). Evaluating existing strategies to limit video game playing time. IEEE Computer Graphics and Applications, 36(2), 4757. https://doi.org/10.1109/MCG.2016.25.

    • Search Google Scholar
    • Export Citation
  • Gromada, A. (2022). Moderate gaming and internet use show positive association with online reading of 10-Year-Olds in Europe. Computers and Education Open, 3, 100109. https://doi.org/10.1016/j.caeo.2022.100109.

    • Search Google Scholar
    • Export Citation
  • Henchoz, Y., Studer, J., Deline, S., N'Goran, A. A., Baggio, S., & Gmel, G. (2016). Video gaming disorder and sport and exercise in emerging adulthood: A longitudinal study. Behavioral Medicine, 42(2), 105111. https://doi.org/10.1080/08964289.2014.965127.

    • Search Google Scholar
    • Export Citation
  • Hong, J. S., Kim, S. M., Jung, J. W., Kim, S. Y., Chung, U. S., & Han, D. H. (2019). A Comparison of risk and protective factors for excessive Internet game play between Koreans in Korea and immigrant Koreans in the United States. Journal of Korean Medical Science, 34(23), e162. https://doi.org/10.3346/jkms.2019.34.e162.

    • Search Google Scholar
    • Export Citation
  • Huang, T. (2021). Research on the use intention of potential designers of unmanned cars based on technology acceptance model. PLoS One, 16(8), e0256570. https://doi.org/10.1371/journal.pone.0256570.

    • Search Google Scholar
    • Export Citation
  • Kiraly, O., Browne, D. T., & Demetrovics, Z. (2022). Developmental and family implications of state-controlled video game play in China. JAMA Pediatrics, 176(6), 543544. https://doi.org/10.1001/jamapediatrics.2022.0322.

    • Search Google Scholar
    • Export Citation
  • Kiraly, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Banyai, F., … Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503517. https://doi.org/10.1556/2006.6.2017.050.

    • Search Google Scholar
    • Export Citation
  • Kocakoğlu, U., Karaoğlu, N., & Kutlu, R. (2021). The relationship between computer game addiction and obesity in third and fourth grade elementary school students. Gulhane Medical Journal, 63(2), 8795. https://doi.org/10.4274/gulhane.galenos.2020.1162.

    • Search Google Scholar
    • Export Citation
  • Li, L. W., Liu, J., Zhang, Z., & Xu, H. (2015). Late‐life depression in rural China: Do village infrastructure and availability of community resources matter? International Journal of Geriatric Psychiatry, 30(7), 729736. https://doi.org/10.1002/gps.4217.

    • Search Google Scholar
    • Export Citation
  • Lobel, A., Engels, R. C. M. E., Stone, L. L., & Granic, I. (2019). Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior. Psychology of Popular Media Culture, 8(1), 7687. https://doi.org/10.1037/ppm0000159.

    • Search Google Scholar
    • Export Citation
  • Lu, L., Liu, M., Ge, B., Bai, Z., & Liu, Z. (2022). Adolescent addiction to short video applications in the mobile internet era. Frontiers in Psychology, 13, 893599. https://doi.org/10.3389/fpsyg.2022.893599.

    • Search Google Scholar
    • Export Citation
  • May, T., & Chien, A. C. (2021). Game over: Chinese company deploys facial recognition to limit youths’ play. The New York Times. Retrieved July 8, 2022, from https://www.nytimes.com/2021/07/08/business/video-game-facial-recognition-tencent.html.

    • Search Google Scholar
    • Export Citation
  • McDaniel, B. T., & Radesky, J. S. (2018). Technoference: Parent distraction with technology and associations with child behavior problems. Child Development, 89(1), 100109. https://doi.org/10.1111/cdev.12822.

    • Search Google Scholar
    • Export Citation
  • Nam, J., & Jung, Y. (2021). Digital natives’ snack content consumption and their goals: A means-end chain approach. Telematics and Informatics, 63, 101664. https://doi.org/10.1016/j.tele.2021.101664.

    • Search Google Scholar
    • Export Citation
  • Pawlowska, B., Zygo, M., Potembska, E., Kapka-Skrzypczak, L., Dreher, P., & Kedzierski, Z. (2015). Prevalence of Internet addiction and risk of developing addiction as exemplified by a group of Polish adolescents from urban and rural areas. Annals of Agricultural and Environmental Medicine, 22(1), 129136. https://doi.org/10.5604/12321966.1141382.

    • Search Google Scholar
    • Export Citation
  • Russoniello, C. V., O'Brien, K., & Parks, J. M. (2009). EEG, HRV and psychological correlates while playing bejeweled II: A randomized controlled study. Studies in Health Technology and Informatics, 144(1), 189192. https://doi.org/10.3233/978-1-60750-017-9-189.

    • Search Google Scholar
    • Export Citation
  • Statista (2023). Distribution of TikTok users in the United States in 2022, by age group. Retrieved March 01, 2024, from https://www.statista.com/statistics/1095196/tiktok-us-age-gender-reach/.

    • Search Google Scholar
    • Export Citation
  • Stavropoulos, V., Motti-Stefanidi, F., & Griffiths, M. D. (2022). Risks and opportunities for youth in the digital era a cyber-developmental approach to mental health. European Psychologist, 27(2), 86101. https://doi.org/10.1027/1016-9040/a000451.

    • Search Google Scholar
    • Export Citation
  • Taverno Ross, S. E., Byun, W., Dowda, M., McIver, K. L., Saunders, R. P., & Pate, R. R. (2013). Sedentary behaviors in fifth-grade boys and girls: Where, with whom, and why? Childhood Obesity, 9(6), 532539. https://doi.org/10.1089/chi.2013.0021.

    • Search Google Scholar
    • Export Citation
  • Tencent (2021). Tencent announces 2021 third quarter results. Tencent Investor Relations. Retrieved November 10, 2021, from https://static.www.tencent.com/uploads/2021/11/10/57d32da50c1d7abe221d7f9ca9ec3dcb.pdf.

    • Search Google Scholar
    • Export Citation
  • The State Press and Publication Administration (2021). Notice on further strict management and practically preventing minors from indulging in online games. Retrieved August 30, 2021, from https://www.nppa.gov.cn/nppa/contents/719/98785.shtml.

    • Search Google Scholar
    • Export Citation
  • Wu, Y., Wang, X., Hong, S., Hong, M., Pei, M., & Su, Y. (2021). The relationship between social short-form videos and youth’s well-being: It depends on usage types and content categories. Psychology of Popular Media, 10(4), 467477. https://doi.org/10.1037/ppm0000292.

    • Search Google Scholar
    • Export Citation
  • Xiao, L. Y. (2022). Reserve your judgment on “Draconian” Chinese video gaming restrictions on children. Journal of Behavioral Addictions, 11(2), 249255. https://doi.org/10.1556/2006.2022.00022.

    • Search Google Scholar
    • Export Citation
  • Xu, Z. Y., Gao, X. Q., Wei, J., Liu, H. Q., & Zhang, Y. (2023). Adolescent user behaviors on short video application, cognitive functioning and academic performance. Computers and Education, 203, 104865. https://doi.org/10.1016/j.compedu.2023.104865.

    • Search Google Scholar
    • Export Citation
  • Zhan, J. D., & Chan, H. C. (2012). Government regulation of online game addiction. Communications of the Association for Information Systems, 30, 187198. https://doi.org/10.17705/1CAIS.03013.

    • Search Google Scholar
    • Export Citation
  • Auhuber, L., Vogel, M., Grafe, N., Kiess, W., & Poulain, T. (2019). Leisure activities of healthy children and adolescents. International Journal of Environmental Research and Public Health, 16(12), 2078. https://doi.org/10.3390/ijerph16122078.

    • Search Google Scholar
    • Export Citation
  • Carrasp, M. C., Stavropoulos, V., Motti-Stefanidi, F., Labrique, A., & Griffiths, M. D. (2021). Draconian policy measures are unlikely to prevent disordered gaming. Journal of Behavioral Addictions, 10(4), 849853. https://doi.org/10.1556/2006.2021.00075.

    • Search Google Scholar
    • Export Citation
  • Chang, F. C., Miao, N. F., Chiu, C. H., Chen, P. H., Lee, C. M., Chiang, J. T., & Chuang, H. Y. (2016). Urban–rural differences in parental Internet mediation and adolescents’ Internet risks in Taiwan. Health, Risk and Society, 18(3–4), 188204. https://doi.org/10.1080/13698575.2016.1190002.

    • Search Google Scholar
    • Export Citation
  • China Internet Network Information Center (2021). Report on Internet use of minors in China. Retrieved March 20, 2022, from http://www.cnnic.cn/hlwfzyj/hlwxzbg/qsnbg/202107/t20210720_71505.htm.

    • Search Google Scholar
    • Export Citation
  • China Internet Network Information Center (2023). The 5th national survey report on internet use among Chinese minors. Retrieved December 30, 2023, from https://www.cnnic.net.cn/n4/2023/1225/c116-10908.html.

    • Search Google Scholar
    • Export Citation
  • Daniel, T. L. S. (2019). The “ABCDE” of video gaming control: Arguments, basic research, conceptual models, documented lessons, and evaluation. Journal of Behavioral Addictions, 8(1), 36. https://doi.org/10.1556/2006.8.2019.13.

    • Search Google Scholar
    • Export Citation
  • Davies, B., & Blake, E. (2016). Evaluating existing strategies to limit video game playing time. IEEE Computer Graphics and Applications, 36(2), 4757. https://doi.org/10.1109/MCG.2016.25.

    • Search Google Scholar
    • Export Citation
  • Gromada, A. (2022). Moderate gaming and internet use show positive association with online reading of 10-Year-Olds in Europe. Computers and Education Open, 3, 100109. https://doi.org/10.1016/j.caeo.2022.100109.

    • Search Google Scholar
    • Export Citation
  • Henchoz, Y., Studer, J., Deline, S., N'Goran, A. A., Baggio, S., & Gmel, G. (2016). Video gaming disorder and sport and exercise in emerging adulthood: A longitudinal study. Behavioral Medicine, 42(2), 105111. https://doi.org/10.1080/08964289.2014.965127.

    • Search Google Scholar
    • Export Citation
  • Hong, J. S., Kim, S. M., Jung, J. W., Kim, S. Y., Chung, U. S., & Han, D. H. (2019). A Comparison of risk and protective factors for excessive Internet game play between Koreans in Korea and immigrant Koreans in the United States. Journal of Korean Medical Science, 34(23), e162. https://doi.org/10.3346/jkms.2019.34.e162.

    • Search Google Scholar
    • Export Citation
  • Huang, T. (2021). Research on the use intention of potential designers of unmanned cars based on technology acceptance model. PLoS One, 16(8), e0256570. https://doi.org/10.1371/journal.pone.0256570.

    • Search Google Scholar
    • Export Citation
  • Kiraly, O., Browne, D. T., & Demetrovics, Z. (2022). Developmental and family implications of state-controlled video game play in China. JAMA Pediatrics, 176(6), 543544. https://doi.org/10.1001/jamapediatrics.2022.0322.

    • Search Google Scholar
    • Export Citation
  • Kiraly, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Banyai, F., … Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503517. https://doi.org/10.1556/2006.6.2017.050.

    • Search Google Scholar
    • Export Citation
  • Kocakoğlu, U., Karaoğlu, N., & Kutlu, R. (2021). The relationship between computer game addiction and obesity in third and fourth grade elementary school students. Gulhane Medical Journal, 63(2), 8795. https://doi.org/10.4274/gulhane.galenos.2020.1162.

    • Search Google Scholar
    • Export Citation
  • Li, L. W., Liu, J., Zhang, Z., & Xu, H. (2015). Late‐life depression in rural China: Do village infrastructure and availability of community resources matter? International Journal of Geriatric Psychiatry, 30(7), 729736. https://doi.org/10.1002/gps.4217.

    • Search Google Scholar
    • Export Citation
  • Lobel, A., Engels, R. C. M. E., Stone, L. L., & Granic, I. (2019). Gaining a competitive edge: Longitudinal associations between children’s competitive video game playing, conduct problems, peer relations, and prosocial behavior. Psychology of Popular Media Culture, 8(1), 7687. https://doi.org/10.1037/ppm0000159.

    • Search Google Scholar
    • Export Citation
  • Lu, L., Liu, M., Ge, B., Bai, Z., & Liu, Z. (2022). Adolescent addiction to short video applications in the mobile internet era. Frontiers in Psychology, 13, 893599. https://doi.org/10.3389/fpsyg.2022.893599.

    • Search Google Scholar
    • Export Citation
  • May, T., & Chien, A. C. (2021). Game over: Chinese company deploys facial recognition to limit youths’ play. The New York Times. Retrieved July 8, 2022, from https://www.nytimes.com/2021/07/08/business/video-game-facial-recognition-tencent.html.

    • Search Google Scholar
    • Export Citation
  • McDaniel, B. T., & Radesky, J. S. (2018). Technoference: Parent distraction with technology and associations with child behavior problems. Child Development, 89(1), 100109. https://doi.org/10.1111/cdev.12822.

    • Search Google Scholar
    • Export Citation
  • Nam, J., & Jung, Y. (2021). Digital natives’ snack content consumption and their goals: A means-end chain approach. Telematics and Informatics, 63, 101664. https://doi.org/10.1016/j.tele.2021.101664.

    • Search Google Scholar
    • Export Citation
  • Pawlowska, B., Zygo, M., Potembska, E., Kapka-Skrzypczak, L., Dreher, P., & Kedzierski, Z. (2015). Prevalence of Internet addiction and risk of developing addiction as exemplified by a group of Polish adolescents from urban and rural areas. Annals of Agricultural and Environmental Medicine, 22(1), 129136. https://doi.org/10.5604/12321966.1141382.

    • Search Google Scholar
    • Export Citation
  • Russoniello, C. V., O'Brien, K., & Parks, J. M. (2009). EEG, HRV and psychological correlates while playing bejeweled II: A randomized controlled study. Studies in Health Technology and Informatics, 144(1), 189192. https://doi.org/10.3233/978-1-60750-017-9-189.

    • Search Google Scholar
    • Export Citation
  • Statista (2023). Distribution of TikTok users in the United States in 2022, by age group. Retrieved March 01, 2024, from https://www.statista.com/statistics/1095196/tiktok-us-age-gender-reach/.

    • Search Google Scholar
    • Export Citation
  • Stavropoulos, V., Motti-Stefanidi, F., & Griffiths, M. D. (2022). Risks and opportunities for youth in the digital era a cyber-developmental approach to mental health. European Psychologist, 27(2), 86101. https://doi.org/10.1027/1016-9040/a000451.

    • Search Google Scholar
    • Export Citation
  • Taverno Ross, S. E., Byun, W., Dowda, M., McIver, K. L., Saunders, R. P., & Pate, R. R. (2013). Sedentary behaviors in fifth-grade boys and girls: Where, with whom, and why? Childhood Obesity, 9(6), 532539. https://doi.org/10.1089/chi.2013.0021.

    • Search Google Scholar
    • Export Citation
  • Tencent (2021). Tencent announces 2021 third quarter results. Tencent Investor Relations. Retrieved November 10, 2021, from https://static.www.tencent.com/uploads/2021/11/10/57d32da50c1d7abe221d7f9ca9ec3dcb.pdf.

    • Search Google Scholar
    • Export Citation
  • The State Press and Publication Administration (2021). Notice on further strict management and practically preventing minors from indulging in online games. Retrieved August 30, 2021, from https://www.nppa.gov.cn/nppa/contents/719/98785.shtml.

    • Search Google Scholar
    • Export Citation
  • Wu, Y., Wang, X., Hong, S., Hong, M., Pei, M., & Su, Y. (2021). The relationship between social short-form videos and youth’s well-being: It depends on usage types and content categories. Psychology of Popular Media, 10(4), 467477. https://doi.org/10.1037/ppm0000292.

    • Search Google Scholar
    • Export Citation
  • Xiao, L. Y. (2022). Reserve your judgment on “Draconian” Chinese video gaming restrictions on children. Journal of Behavioral Addictions, 11(2), 249255. https://doi.org/10.1556/2006.2022.00022.

    • Search Google Scholar
    • Export Citation
  • Xu, Z. Y., Gao, X. Q., Wei, J., Liu, H. Q., & Zhang, Y. (2023). Adolescent user behaviors on short video application, cognitive functioning and academic performance. Computers and Education, 203, 104865. https://doi.org/10.1016/j.compedu.2023.104865.

    • Search Google Scholar
    • Export Citation
  • Zhan, J. D., & Chan, H. C. (2012). Government regulation of online game addiction. Communications of the Association for Information Systems, 30, 187198. https://doi.org/10.17705/1CAIS.03013.

    • Search Google Scholar
    • Export Citation
  • Collapse
  • Expand

Dr. Zsolt Demetrovics
Institute of Psychology, ELTE Eötvös Loránd University
Address: Izabella u. 46. H-1064 Budapest, Hungary
Phone: +36-1-461-2681
E-mail: jba@ppk.elte.hu

Indexing and Abstracting Services:

  • Web of Science [Science Citation Index Expanded (also known as SciSearch®)
  • Journal Citation Reports/Science Edition
  • Social Sciences Citation Index®
  • Journal Citation Reports/ Social Sciences Edition
  • Current Contents®/Social and Behavioral Sciences
  • EBSCO
  • GoogleScholar
  • PsycINFO
  • PubMed Central
  • SCOPUS
  • Medline
  • CABI
  • CABELLS Journalytics

2024  
Scopus  
CiteScore  
CiteScore rank  
SNIP  
Scimago  
SJR index 2.26
SJR Q rank Q1

2023  
Web of Science  
Journal Impact Factor 6.6
Rank by Impact Factor Q1 (Psychiatry)
Journal Citation Indicator 1.59
Scopus  
CiteScore 12.3
CiteScore rank Q1 (Clinical Psychology)
SNIP 1.604
Scimago  
SJR index 2.188
SJR Q rank Q1

Journal of Behavioral Addictions
Publication Model Gold Open Access
Submission Fee none
Article Processing Charge 990 EUR/article
Effective from  1st Feb 2025:
1400 EUR/article
Regional discounts on country of the funding agency World Bank Lower-middle-income economies: 50%
World Bank Low-income economies: 100%
Further Discounts Corresponding authors, affiliated to an EISZ member institution subscribing to the journal package of Akadémiai Kiadó: 100%.
Subscription Information Gold Open Access

Journal of Behavioral Addictions
Language English
Size A4
Year of
Foundation
2011
Volumes
per Year
1
Issues
per Year
4
Founder Eötvös Loránd Tudományegyetem
Founder's
Address
H-1053 Budapest, Hungary Egyetem tér 1-3.
Publisher Akadémiai Kiadó
Publisher's
Address
H-1117 Budapest, Hungary 1516 Budapest, PO Box 245.
Responsible
Publisher
Chief Executive Officer, Akadémiai Kiadó
ISSN 2062-5871 (Print)
ISSN 2063-5303 (Online)

Senior editors

Editor(s)-in-Chief: Zsolt DEMETROVICS

Assistant Editor(s): 

Csilla ÁGOSTON

Dana KATZ

Associate Editors

  • Stephanie ANTONS (Universitat Duisburg-Essen, Germany)
  • Joel BILLIEUX (University of Lausanne, Switzerland)
  • Beáta BŐTHE (University of Montreal, Canada)
  • Matthias BRAND (University of Duisburg-Essen, Germany)
  • Daniel KING (Flinders University, Australia)
  • Gyöngyi KÖKÖNYEI (ELTE Eötvös Loránd University, Hungary)
  • Ludwig KRAUS (IFT Institute for Therapy Research, Germany)
  • Marc N. POTENZA (Yale University, USA)
  • Hans-Jurgen RUMPF (University of Lübeck, Germany)
  • Ruth J. VAN HOLST (Amsterdam UMC, The Netherlands)

Editorial Board

  • Sophia ACHAB (Faculty of Medicine, University of Geneva, Switzerland)
  • Alex BALDACCHINO (St Andrews University, United Kingdom)
  • Judit BALÁZS (ELTE Eötvös Loránd University, Hungary)
  • Maria BELLRINGER (Auckland University of Technology, Auckland, New Zealand)
  • Henrietta BOWDEN-JONES (Imperial College, United Kingdom)
  • Damien BREVERS (University of Luxembourg, Luxembourg)
  • Julius BURKAUSKAS (Lithuanian University of Health Sciences, Lithuania)
  • Gerhard BÜHRINGER (Technische Universität Dresden, Germany)
  • Silvia CASALE (University of Florence, Florence, Italy)
  • Luke CLARK (University of British Columbia, Vancouver, B.C., Canada)
  • Jeffrey L. DEREVENSKY (McGill University, Canada)
  • Geert DOM (University of Antwerp, Belgium)
  • Nicki DOWLING (Deakin University, Geelong, Australia)
  • Hamed EKHTIARI (University of Minnesota, United States)
  • Jon ELHAI (University of Toledo, Toledo, Ohio, USA)
  • Ana ESTEVEZ (University of Deusto, Spain)
  • Fernando FERNANDEZ-ARANDA (Bellvitge University Hospital, Barcelona, Spain)
  • Naomi FINEBERG (University of Hertfordshire, United Kingdom)
  • Sally GAINSBURY (The University of Sydney, Camperdown, NSW, Australia)
  • Belle GAVRIEL-FRIED (The Bob Shapell School of Social Work, Tel Aviv University, Israel)
  • Biljana GJONESKA (Macedonian Academy of Sciences and Arts, Republic of North Macedonia)
  • Marie GRALL-BRONNEC (University Hospital of Nantes, France)
  • Jon E. GRANT (University of Minnesota, USA)
  • Mark GRIFFITHS (Nottingham Trent University, United Kingdom)
  • Joshua GRUBBS (University of New Mexico, Albuquerque, NM, USA)
  • Anneke GOUDRIAAN (University of Amsterdam, The Netherlands)
  • Susumu HIGUCHI (National Hospital Organization Kurihama Medical and Addiction Center, Japan)
  • David HODGINS (University of Calgary, Canada)
  • Eric HOLLANDER (Albert Einstein College of Medicine, USA)
  • Zsolt HORVÁTH (Eötvös Loránd University, Hungary)
  • Susana JIMÉNEZ-MURCIA (Clinical Psychology Unit, Bellvitge University Hospital, Barcelona, Spain)
  • Yasser KHAZAAL (Geneva University Hospital, Switzerland)
  • Orsolya KIRÁLY (Eötvös Loránd University, Hungary)
  • Chih-Hung KO (Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Taiwan)
  • Shane KRAUS (University of Nevada, Las Vegas, NV, USA)
  • Hae Kook LEE (The Catholic University of Korea, Republic of Korea)
  • Bernadette KUN (Eötvös Loránd University, Hungary)
  • Katerina LUKAVSKA (Charles University, Prague, Czech Republic)
  • Giovanni MARTINOTTI (‘Gabriele d’Annunzio’ University of Chieti-Pescara, Italy)
  • Gemma MESTRE-BACH (Universidad Internacional de la Rioja, La Rioja, Spain)
  • Astrid MÜLLER (Hannover Medical School, Germany)
  • Daniel Thor OLASON (University of Iceland, Iceland)
  • Ståle PALLESEN (University of Bergen, Norway)
  • Afarin RAHIMI-MOVAGHAR (Teheran University of Medical Sciences, Iran)
  • József RÁCZ (Hungarian Academy of Sciences, Hungary)
  • Michael SCHAUB (University of Zurich, Switzerland)
  • Marcantanio M. SPADA (London South Bank University, United Kingdom)
  • Daniel SPRITZER (Study Group on Technological Addictions, Brazil)
  • Dan J. STEIN (University of Cape Town, South Africa)
  • Sherry H. STEWART (Dalhousie University, Canada)
  • Attila SZABÓ (Eötvös Loránd University, Hungary)
  • Hermano TAVARES (Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina, Universidade de São Paulo, São Paulo, Brazil)
  • Wim VAN DEN BRINK (University of Amsterdam, The Netherlands)
  • Alexander E. VOISKOUNSKY (Moscow State University, Russia)
  • Aviv M. WEINSTEIN (Ariel University, Israel)
  • Anise WU (University of Macau, Macao, China)
  • Ágnes ZSILA (ELTE Eötvös Loránd University, Hungary)

 

Monthly Content Usage

Abstract Views Full Text Views PDF Downloads
Dec 2024 0 495 51
Jan 2025 0 208 46
Feb 2025 0 265 86
Mar 2025 0 324 94
Apr 2025 0 162 79
May 2025 0 32 25
Jun 2025 0 0 0