Document Type

Research Paper

Abstract

The advances in computational power and high-speed internet are making digital games more interactive and entertaining as a popular leisure activity, leading to the rapid growth of the gaming industry globally. Game players are spending an increasing amount of time, money and energy to the extent that in many cases it is leading to game addiction (Griffith, 2002). Few games can be used for educational (Freitas & Griffiths, 2007) and medical treatment purpose to accelerate the cognitive learning of human being (Gentile et al.,2009), however, such needs are few. Due to pressure from families, doctors, educational institutions and even law enforcement agencies, policymakers in various countries are forced to come up with video game reduction policies (Király et al.,2018). Such policies are having limited impact because policymakers are struggling with conflicting demand of reducing video game addiction among players and still helping video game industry to flourish. The dilemma is the major reason for the absence of an inclusive game addiction reduction policy. This study will propose areas where policymakers should focus to improve the inclusiveness of the policy.

Creative Commons License

Creative Commons Attribution 4.0 License
This work is licensed under a Creative Commons Attribution 4.0 License.

Included in

Business Commons

Share

COinS
 
 

To view the content in your browser, please download Adobe Reader or, alternately,
you may Download the file to your hard drive.

NOTE: The latest versions of Adobe Reader do not support viewing PDF files within Firefox on Mac OS and if you are using a modern (Intel) Mac, there is no official plugin for viewing PDF files within the browser window.