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The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.

Evaluating Existing Strategies to Limit Video Game Playing Time

Davies, Bryan, Blake, Edwin·2016·IEEE Computer Graphics and Applications

Abstract

Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

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Crossref · 10.1109/mcg.2016.25

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Research works printed but not linked: 15

  1. Csikszentmihalyi, 1990, Flow: The Psychology of Optimal Performance
  2. 10.4018/978-1-4666-3990-4.ch003 · DOI
  3. 10.1145/1232743.1232769 · DOI
  4. 10.1089/109493104322820057 · DOI
  5. Kelly, 2014, Don’t Juice It or Lose It
  6. 10.1007/s11469-009-9206-4 · DOI
  7. Parkin, 2015, Death by Video Game, Tales of Obsession from the Virtual Frontline
  8. 10.1007/s11126-007-9056-9 · DOI
  9. 10.1016/j.chb.2013.01.014 · DOI
  10. 10.1556/jba.3.2014.002 · DOI · Paper page
  11. 10.1371/journal.pone.0087819 · DOI
  12. 10.3109/16066359.2013.812203 · DOI
  13. Kelly, 2009, A Primer of Affect Psychology
  14. 10.1177/0022022106297301 · DOI · Paper page
  15. 10.1007/s11031-008-9102-4 · DOI · Paper page

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Metadata

Authors
Davies, B., & Blake, E.
Venue
IEEE Computer Graphics and Applications
Published
2016-03
Volume
36
Issue
2
Pages
47-57
ISSN
0272-1716
Cited by
33
References
2

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