Gaming Convergences with Other Digital Technologies: Gambling, Pornography, Social Media, and Streaming

Details

Ressource 1Download: Gainsbury_Book_Screen.pdf (294.34 [Ko])
State: Public
Version: Final published version
License: Not specified
Serval ID
serval:BIB_814E5023264F
Type
A part of a book
Publication sub-type
Chapter: chapter ou part
Collection
Publications
Institution
Title
Gaming Convergences with Other Digital Technologies: Gambling, Pornography, Social Media, and Streaming
Title of the book
Handbook of Children and Screens
Author(s)
Gainsbury Sally M., Swanton Thomas B., Baenas Isabel, Castro-Calvo Jesús, Fernández-Aranda Fernando, Flayelle Maèva, Jiménez-Murcia Susana, Mestre-Bach Gemma, Billieux Joël
Publisher
Springer Nature Switzerland
ISBN
9783031693618
9783031693625
Publication state
Published
Issued date
2025
Peer-reviewed
Oui
Pages
589-596
Language
english
Abstract
This chapter explores the convergence of various digital technologies and their potential impacts on problematic online behaviors. Incorporation of gaming elements into many online activities (e.g., gambling, on-demand video streaming, social media, and pornography) has created concerns about problematic use, particularly among youth). We review the current state of knowledge, which suggests that problematic engagement in different activities represents distinct conditions. Nonetheless, despite their apparent distinctiveness, online addictive activities have shared risk factors, including personality factors, comorbid psychopathological symptoms, cognitive processes, and neurobiology. A common approach to prevention is therefore sensible, even if treatment of problematic cases should follow individualized approaches. Approaches actively involving parents are encouraged. We call for expanded research on the impact of specific design features of online activities on problematic behavior and risk, particularly relating to gamified activities. Longitudinal research is needed to better understand the use and impacts of online activities across developmental stages. Given the limited understanding of long-term impacts and the dynamic nature of related technologies, greater evidence is needed to inform policy and regulation relating to exposure of children and adolescents to content and activities that might in some cases promote problematic behaviors.
Keywords
online gaming, online gambling, problematic social network use, convergence, behavioral addiction, gambling disorder, gaming disorder
Open Access
Yes
Create date
09/12/2024 13:53
Last modification date
10/12/2024 7:19
Usage data