Commentary on: “The Future of Gaming Disorder Research and Player Protection: What Role Should the Video Gaming Industry and Researchers Play?”
Griffiths and Pontes ( 2019 ) outlined a need for the video gaming industry to take responsibility in gamer protection in their paper titled, “The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play?” To that end, they call for re...
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Veröffentlicht in: | International journal of mental health and addiction 2020-06, Vol.18 (3), p.791-799 |
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container_title | International journal of mental health and addiction |
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creator | Shi, Jing Potenza, Marc N. Turner, Nigel E. |
description | Griffiths and Pontes (
2019
) outlined a need for the video gaming industry to take responsibility in gamer protection in their paper titled, “The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play?” To that end, they call for researchers to consider collaboration with the video gaming industry for future research in the field of gaming disorder. As a response to their commentary, we further a dialogue regarding the potential benefits and cautions about potential collaborations with industry with respect to maintaining the integrity of independent research. We also consider briefly possible “rules” for collaboration. We conclude by adding to Griffiths and Pontes (
2019
) future areas of research to advance the field the following: investigation of environmental/population-level factors, involvement of multiple stakeholders, and use of qualitative/mixed-methods. |
doi_str_mv | 10.1007/s11469-019-00153-7 |
format | Article |
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2019
) outlined a need for the video gaming industry to take responsibility in gamer protection in their paper titled, “The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play?” To that end, they call for researchers to consider collaboration with the video gaming industry for future research in the field of gaming disorder. As a response to their commentary, we further a dialogue regarding the potential benefits and cautions about potential collaborations with industry with respect to maintaining the integrity of independent research. We also consider briefly possible “rules” for collaboration. We conclude by adding to Griffiths and Pontes (
2019
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2019
) outlined a need for the video gaming industry to take responsibility in gamer protection in their paper titled, “The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play?” To that end, they call for researchers to consider collaboration with the video gaming industry for future research in the field of gaming disorder. As a response to their commentary, we further a dialogue regarding the potential benefits and cautions about potential collaborations with industry with respect to maintaining the integrity of independent research. We also consider briefly possible “rules” for collaboration. We conclude by adding to Griffiths and Pontes (
2019
) future areas of research to advance the field the following: investigation of environmental/population-level factors, involvement of multiple stakeholders, and use of qualitative/mixed-methods.</description><subject>Addictions</subject><subject>Addictive behaviors</subject><subject>Collaboration</subject><subject>Commentary</subject><subject>Community and Environmental Psychology</subject><subject>Esports</subject><subject>Ethics</subject><subject>Funding</subject><subject>Gambling industry</subject><subject>Government grants</subject><subject>Health Psychology</subject><subject>Medicine</subject><subject>Medicine & Public Health</subject><subject>Peer review</subject><subject>Pharmaceutical industry</subject><subject>Psychiatry</subject><subject>Psychology</subject><subject>Public Health</subject><subject>Rehabilitation</subject><subject>Researchers</subject><subject>Tobacco industry</subject><subject>Trends</subject><issn>1557-1874</issn><issn>1557-1882</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp9kEFPwjAYhhejiYj-AU9NPE_bdWOdF2NQkIREg6jHprTf2MhYse0O3PgPXvXP8UssIHrz0HzNl_d9vuQJgnOCLwnG6ZUlJO5kISb-YZLQMD0IWiRJ0pAwFh3-_tP4ODixdoZxHMcd0go-uno-h9oJs0S6vkbr1ee4ANRrXGMA6Rz1xbysp-iutNooMGgEFoSRBRK1Qk-VWPrdk9EOpCs3gLdCODTSFaDnQjeVQs7jXksFeo8a1Kqxzt_bEPY4MHZLu1mvvk6Do1xUFs5-Zjt46d2Puw_h8LE_6N4OQ0lJ5kLZURFJckokzljGEiGVgEkKUlDGsiyJCOuINFcEUskSRShWUk6o30dRAnFO28HFjrsw-r0B6_hMN6b2J3nEcIwzGrHMp6JdShptrYGcL0w59744wXwjn-_kcy-fb-Xz1JformR9uJ6C-UP_0_oGL1yKXg</recordid><startdate>20200601</startdate><enddate>20200601</enddate><creator>Shi, Jing</creator><creator>Potenza, Marc N.</creator><creator>Turner, Nigel E.</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>88G</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>K9.</scope><scope>M0S</scope><scope>M1P</scope><scope>M2M</scope><scope>NAPCQ</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PSYQQ</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0001-7156-8128</orcidid></search><sort><creationdate>20200601</creationdate><title>Commentary on: “The Future of Gaming Disorder Research and Player Protection: What Role Should the Video Gaming Industry and Researchers Play?”</title><author>Shi, Jing ; 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2019
) outlined a need for the video gaming industry to take responsibility in gamer protection in their paper titled, “The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play?” To that end, they call for researchers to consider collaboration with the video gaming industry for future research in the field of gaming disorder. As a response to their commentary, we further a dialogue regarding the potential benefits and cautions about potential collaborations with industry with respect to maintaining the integrity of independent research. We also consider briefly possible “rules” for collaboration. We conclude by adding to Griffiths and Pontes (
2019
) future areas of research to advance the field the following: investigation of environmental/population-level factors, involvement of multiple stakeholders, and use of qualitative/mixed-methods.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s11469-019-00153-7</doi><tpages>9</tpages><orcidid>https://orcid.org/0000-0001-7156-8128</orcidid></addata></record> |
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subjects | Addictions Addictive behaviors Collaboration Commentary Community and Environmental Psychology Esports Ethics Funding Gambling industry Government grants Health Psychology Medicine Medicine & Public Health Peer review Pharmaceutical industry Psychiatry Psychology Public Health Rehabilitation Researchers Tobacco industry Trends |
title | Commentary on: “The Future of Gaming Disorder Research and Player Protection: What Role Should the Video Gaming Industry and Researchers Play?” |
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