2017
DOI: 10.1080/13504851.2017.1355528
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Economic cost–benefit analysis of the addictive digital game industry

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Cited by 34 publications
(5 citation statements)
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“…For some users, frequent digital media use as a leisure activity can turn into problematic patterns, resulting in severe negative personal, family, social, educational, and work-related sequelae with significant subsequent costs to healthcare and economic systems ( 8 ). Recent meta-analyses estimated the worldwide prevalence of problematic gaming between 3.1 and 3.3% ( 9 , 10 ) and problematic SM use at 5% ( 11 ) with a peak during adolescence.…”
Section: Introductionmentioning
confidence: 99%
“…For some users, frequent digital media use as a leisure activity can turn into problematic patterns, resulting in severe negative personal, family, social, educational, and work-related sequelae with significant subsequent costs to healthcare and economic systems ( 8 ). Recent meta-analyses estimated the worldwide prevalence of problematic gaming between 3.1 and 3.3% ( 9 , 10 ) and problematic SM use at 5% ( 11 ) with a peak during adolescence.…”
Section: Introductionmentioning
confidence: 99%
“…Due to addiction, some cases could cause some losses due to the addiction. Some of the cases are mild, and some of the cases are huge [3], such as skipping school [4], money thief [5], or even massive crimes like burning a house [6]. This proved that addiction of playing game is causing bad impact on society.…”
Section: Introductionmentioning
confidence: 99%
“…Usage times of digital games have significantly risen in adolescents under the COVID-19 pandemic [ 1 , 2 ]. For adolescents with specific risk factors, intensive use can lead to addictive gaming patterns, resulting in significant personal, family, social, academic, and occupational problems, putting a burden on healthcare systems and economics [ 3 , 4 , 5 ]. Globally, the prevalence for problematic gaming (PG) is estimated between 3.1% and 3.3%, with a special emphasis on the period of adolescence [ 6 , 7 ].…”
Section: Introductionmentioning
confidence: 99%