If your child loves playing games, first check if sleep, homework, and outdoor activities have been displaced, rather than just focusing on how long they have played
Those who truly meet the criteria for 'Gaming Disorder' account for approximately two to three out of every hundred people. If the questionnaire threshold is set low and specifically targets adolescents, the proportion will appear artificially high. Looking at the actual records of gaming companies, the amount of playtime has almost no correlation with mood. According to regulations, minors are only permitted to play between 8 and 9 on Friday, Saturday, Sunday, and public holidays.
No cost. Check once a week what time the child goes to sle…
A meta-analysis summarized 53 studies involving 226247 people from 17 countries. The prevalence of gaming diso…
No cost. Check once a week what time the child goes to sleep, whether homework has been submitted, and whether there has been any outdoor activity.
A meta-analysis summarized 53 studies involving 226247 people from 17 countries. The prevalence of gaming disorder is 3.05% (95% CI 2.38–3.91, which is the credible interval). Considering only studies with stricter sampling, the rate is 1.96%. Results across studies vary widely, with 77% of the difference stemming from the specific questionnaire used. Small sample sizes, adolescent populations, and lower threshold scores all tend to inflate the prevalence rates. Another study utilized data from 7 gaming companies to correlate the actual gameplay duration of 38935 players over six weeks with their self-reported well-being. Almost no evidence was found that playtime affects well-being. According to regulations by the National Press and Publication Administration, game enterprises may only provide minors with 1 hours of service per day from 20 to 21, on Fridays, Saturdays, Sundays, and statutory holidays (National / International, since 2021 year)
Stevens MW, Dorstyn D, Delfabbro PH, King DL. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian and New Zealand Journal of Psychiatry, 55(6), 553–568. https://doi.org/10.1177/0004867420962851;Vuorre M, Johannes N, Magnusson K, Przybylski AK. (2022). Time spent playing video games is unlikely to impact well-being. Royal Society Open Science, 9(7), 220411. https://doi.org/10.1098/rsos.220411;国家新闻出版署 (2021). 关于进一步严格管理切实防止未成年人沉迷网络游戏的通知(国新出发〔2021〕14 号). https://www.gov.cn/zhengce/zhengceku/2021-09/01/content_5634661.htm
Open source linkB is given because the prevalence rate varies too much depending on the questionnaire, and the study on well-being only lasted six weeks. The most common cost of gaming is the displacement of sleep and outdoor time. Explicit requirements for sleep can be found in item 10 of this section (Sleep, Homework, Sports); outdoor time can be found in item 4 of this section (2 hours of outdoor time daily); and screen time can be found in item 5 of this section (no more than 1 hours daily for non-educational purposes). For top-ups and refunds, see section 5, item 9 (children using mobile phones for top-ups and tipping). If grades, sleep, and family relationships all collapse together and the child cannot be persuaded to stop, take the child to a psychiatric or child psychology department. The beneficiary is the child.