From social media to artificial intelligence: improving research on digital harms in youth

KL Mansfield, S Ghai, T Hakman, N Ballou… - The Lancet Child & …, 2025‏ - thelancet.com
Summary In this Personal View, we critically evaluate the limitations and underlying
challenges of existing research into the negative mental health consequences of internet …

How much gaming is too much? An analysis based on psychological distress

D Katz, Z Horváth, HM Pontes, P Koncz… - Journal of Behavioral …, 2024‏ - akjournals.com
Background While there are calls to restrict the time spent on gaming because it is seen as
problematic and potentially leading to gaming disorder (GD), there is conflicting evidence …

Effect of online game policy on smartphone game play time, addiction, and emotion in rural adolescents of China

Q Yang, H Wang, H Wu, W Li, Y Zhang, Y Yao, X Yuan… - BMC psychiatry, 2023‏ - Springer
Background Smartphone game addiction has emerged as a major public health problem in
China and worldwide. In November 2019 and August 2021, the National Press and …

[HTML][HTML] Going beyond video game consumption when considering Internet Gaming Disorder

S Cekic, B Bediou, S Achab, M Rich, CS Green… - Comprehensive …, 2024‏ - Elsevier
Background Recognizing the crucial importance of understanding the impact of video
games on health in today's gaming-dominated world, our study aimed to investigate the …

[HTML][HTML] Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey

LY **ao, TC Fraser, RKL Nielsen, PWS Newall - Addictive Behaviors, 2024‏ - Elsevier
Loot boxes can be bought with real-world money to obtain random content inside video
games. Loot boxes are viewed by many as gambling-like and are prevalently implemented …

Digital dilemmas and existing recommendations for healthy screen time use for children and adolescents

A Tadpatrikar, MK Sharma, P Murthy - Asian Journal of Psychiatry, 2024‏ - Elsevier
As technology continues to play an integral role in our daily lives, concerns regarding the
appropriate and healthy use of screen time have prompted health organizations and …

Causal effect of video gaming on mental well-being in Japan 2020–2022

H Egami, MS Rahman, T Yamamoto, C Egami… - Nature Human …, 2024‏ - nature.com
The widespread use of video games has raised concerns about their potential negative
impact on mental well-being. Nevertheless, the empirical evidence supporting this notion is …

The impact of “use in moderation” corporate social marketing (CSM) campaigns on free-to-play mobile game app usage and spending

Y Bashirzadeh, SL Howard-Malek, AP Yamim… - International Journal of …, 2024‏ - Elsevier
Social concerns on excessive gaming behaviors are growing indicating the need for action
from the gaming industry. Some game companies have started to employ corporate social …

[PDF][PDF] Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

N Ballou, M Vuorre, T Hakman, K Magnusson… - Preprint …, 2024‏ - mvuorre.github.io
Studies on video games and well-being often rely on self-report measures or data from a
single game. Here, we study how 703 US adults' time spent playing for over 140,000 hours …

Does spatial distribution heterogeneity exist in video games: Evidence from Genshin Impact's map

H Shi, L Xu, D Ma - Cities, 2025‏ - Elsevier
The design of virtual city spaces and their built environments in video games is heavily
influenced by physical urban and rural landscapes. However, limited studies have …