FIND CATEGORY FOR ARTICLE

Analyze article and determine cultural category





Id : 2489

Author :
Lischer S.; Jeannot E.; Brülisauer L.; Weber N.; Khazaal Y.; Bendahan S.; Simon O.

Title


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

Reference :


Lischer S.; Jeannot E.; Brülisauer L.; Weber N.; Khazaal Y.; Bendahan S.; Simon O. Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective,International Journal of Environmental Research and Public Health 19 15

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85136341364&doi=10.3390%2fijerph19159320&partnerID=40&md5=f8828022aefa5e377e1b1b3ddb979ef1
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. © 2022 by the authors.



Results:


                    Category                    

             Certainity            
Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0002
Visual Arts 0.0000
Performing Arts 0.0004
Audiovisual and Multimedia 0.9994
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
Note: Due to lack of computing power, results have been previously created and saved in database