Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.

Details

Ressource 1Download: game regulation ijerph-19-09320-v2.pdf (345.44 [Ko])
State: Public
Version: Final published version
License: CC BY 4.0
Serval ID
serval:BIB_13B04E93E1D9
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.
Journal
International journal of environmental research and public health
Author(s)
Lischer S., Jeannot E., Brülisauer L., Weber N., Khazaal Y., Bendahan S., Simon O.
ISSN
1660-4601 (Electronic)
ISSN-L
1660-4601
Publication state
Published
Issued date
29/07/2022
Peer-reviewed
Oui
Volume
19
Number
15
Pages
9320
Language
english
Notes
Publication types: Journal Article
Publication Status: epublish
Abstract
The Swiss Youth and Media Act, which is about to enter into force, is an attempt to provide a legislative framework for video game use. Among other inclusions, the law intends to make providers more accountable by taking measures to protect minors from harm that can be caused by improper use of video games. However, it is a challenge to create a legal framework that can adequately regulate the evolving features of video games. Legislators must find a suitable regulatory approach which takes into account the fact that there is an increasing convergence between video games and gambling, particularly with the introduction of loot boxes. Moreover, there is a need for regulation, including the prohibition of misleading designs, the introduction of additional protection for minors, and the assurance of transparency of transactions. Appropriate policy legislation and consumer-protection measures are needed to protect people using these types of products, particularly children and adolescents. Further work should focus on assessing game characteristics to refine regulatory models to promote safe gaming. Based on experiences from the field of psychoactive substances as well as that of gambling, it is now a matter of developing a matrix of harm with elaborated categories: a tool that makes it possible to evaluate the potential harms of certain game design in an evidence-based manner.
Keywords
Adolescent, Behavior, Addictive/prevention & control, Child, Gambling, Humans, Policy, Public Health, Video Games, adolescents, gaming, gaming disorder, microtransactions, policy, video games
Pubmed
Web of science
Open Access
Yes
Create date
22/08/2022 12:50
Last modification date
31/07/2024 6:08
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