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4.
J Am Acad Psychiatry Law ; 48(3): 335-344, 2020 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-32404361

RESUMEN

The RePresent games are online video games that are publicly available and designed to educate people about legal self-representation in civil court. This study was part of a project to examine use of the RePresent games in Connecticut, Massachusetts, Maine, and New Hampshire from January 2018 to May 2018. Data on game use across the four states were analyzed, and an online survey was conducted to examine characteristics of RePresent game users and nonusers seeking civil legal aid (n = 277). The RePresent games were accessed more than 7,000 times in five months. The most common legal problems reported were related to debt, family, and housing. Compared with nonusers, RePresent game users were significantly more likely to be nonwhite, to have an incarceration history, to have more legal problems, and to screen positive for alcohol use problems. In the total sample, 83 percent screened positive for depression, 81 percent for generalized anxiety disorder, and 45 percent for drug problems. Only 34 percent reported use of mental health services, and 17 percent reported substance abuse treatment in the past year. These findings demonstrate that products like the RePresent games can be widely accessible to adults from disadvantaged backgrounds. In addition, civil legal settings may be a new area for mental health screening and intervention.


Asunto(s)
Servicios Legales/métodos , Funcionamiento Psicosocial , Juegos de Video/legislación & jurisprudencia , Juegos de Video/psicología , Adulto , Connecticut , Estudios Transversales , Femenino , Vivienda/legislación & jurisprudencia , Humanos , Maine , Masculino , Massachusetts , Salud Mental , Persona de Mediana Edad , New Hampshire , Cuestionario de Salud del Paciente , Autoeficacia , Trastornos Relacionados con Sustancias/epidemiología , Encuestas y Cuestionarios , Adulto Joven
8.
J Behav Addict ; 7(3): 503-517, 2018 Sep 01.
Artículo en Inglés | MEDLINE | ID: mdl-28859487

RESUMEN

BACKGROUND AND AIMS: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the world, and predominantly in Asia. This paper provides a systematic review of current and potential policies addressing problematic gaming. METHODS: After conducting a systematic search in the areas of prevention, treatment, and policy measures relating to problematic Internet and video game use, papers were selected that targeted problematic gaming policies (N = 12; six in English and six in Korean). These papers served as the basis of this review. RESULTS: Policies were classified into three major groups: (i) policy measures limiting availability of video games (e.g., shutdown policy, fatigue system, and parental controls), (ii) measures aiming to reduce risk and harm (e.g., warning messages), and (iii) measures taken to provide help services for gamers. Beyond the attempt to classify the current and potential policy measures, the authors also tried to evaluate their efficiency theoretically and (if data were available) empirically. DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy. The reason for this may lie in the fact that the policies outlined only addressed or influenced specific aspects of the problem instead of using a more integrative approach.


Asunto(s)
Conducta Adictiva/prevención & control , Conducta Adictiva/terapia , Política de Salud , Juegos de Video/legislación & jurisprudencia , Humanos , Internet/legislación & jurisprudencia
13.
Am Psychol ; 68(2): 57-74, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23421606

RESUMEN

In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws. Recent reviews in many scholarly journals have come to similar conclusions, although much debate continues. Given past statements by the American Psychological Association linking video game and media violence with aggression, the Supreme Court ruling, particularly its critique of the science, is likely to be shocking and disappointing to some psychologists. One possible outcome is that the psychological community may increase the conclusiveness of their statements linking violent games to harm as a form of defensive reaction. However, in this article the author argues that the psychological community would be better served by reflecting on this research and considering whether the scientific process failed by permitting and even encouraging statements about video game violence that exceeded the data or ignored conflicting data. Although it is likely that debates on this issue will continue, a move toward caution and conservatism as well as increased dialogue between scholars on opposing sides of this debate will be necessary to restore scientific credibility. The current article reviews the involvement of the psychological science community in the Brown v. Entertainment Merchants Association case and suggests that it might learn from some of the errors in this case for the future.


Asunto(s)
Decisiones de la Corte Suprema , Juegos de Video , Violencia , Humanos , Estados Unidos , Juegos de Video/legislación & jurisprudencia , Juegos de Video/psicología , Violencia/legislación & jurisprudencia , Violencia/psicología
17.
Mayo Clin Proc ; 86(4): 315-21, 2011 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-21454733

RESUMEN

On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.


Asunto(s)
Derechos Humanos/legislación & jurisprudencia , Juegos de Video/legislación & jurisprudencia , Agresión , Gobierno , Humanos , Asunción de Riesgos , Ciencia , Estados Unidos , Violencia
19.
Appl Ergon ; 41(4): 504-8, 2010 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-18930180

RESUMEN

Photosensitive epilepsy came to prominence in the 1950s with the advent of television. Photosensitive epilepsy occurs in 1 in 4000 of the population. The incidence is 1.1 per 100,000 per annum, however amongst 7-19 year-olds the incidence is more than five times as common. Photosensitive epilepsy is twice as common in females as in males. The onset is around puberty, but less than 25 per cent of patients lose their photosensitivity in their twenties. Patients are investigated in the EEG laboratory using intermittent photic stimulation. Peak sensitivity is between 16 and 20 flashes/s but 49 per cent of patients are sensitive to 50 flashes/s, explaining the sensitivity to PAL television systems. From 1993 the development of broadcast guidelines was developed restricting both flash rates and the areas of screen involved, as well as the use of long-wavelength red. Automatic analysis systems can now test material for compliance with guidelines in real time.


Asunto(s)
Epilepsia Refleja , Estimulación Luminosa/efectos adversos , Convulsiones/etiología , Adolescente , Niño , Epilepsia Refleja/epidemiología , Femenino , Humanos , Masculino , Medición de Riesgo , Televisión/legislación & jurisprudencia , Reino Unido/epidemiología , Juegos de Video/legislación & jurisprudencia , Adulto Joven
20.
SMU Law Rev ; 63(4): 1197-1236, 2010.
Artículo en Inglés | MEDLINE | ID: mdl-30027726

RESUMEN

Through the careful examination of a case taken up by the U.S. Supreme Court during the 2010 Term, Schwarzenegger v. Entertainment Merchants Ass'n, this article assesses a new perspective on the issue of regulating children's access to mass media. The dominant influence of mass media on children is recognized by experts across many disciplines, including child development, communication theory, psychology, sociology, and medicine. Numerous studies demonstrate potential harm to children from exposure to mass media and marketing sources. Nevertheless, courts have been reluctant to recognize such consequences, primarily on the basis of First Amendment and free speech concerns. Indeed, in a significant line of cases the courts have invalidated every legislative effort to regulate children's access to violent video games. This legal reluctance presents a major barrier to the real world application of and benefit from research conclusions regarding the impact of media violence and consumer culture on children. While research of this nature has supported attempts at industry self-regulation or voluntary compliance with ethical guidelines, such efforts have achieved little success. The disconnect between law and social science has led scholars like Professor Barbara Bennett Woodhouse to propose a reframing of the issues. She calls for a paradigm shift from family law's traditional approach of the parent-child-state triangle to recognize the influence of what she terms "mass-media marketing." She proposes a new "child-centered approach to environmental ethics," or in her words "ecogenerism," and suggests that those who advocate for protection of children from the harms of mass media and marketing have much to learn from the environmental law and ethics movement. Woodhouse's proposal offers an appealing perspective for those who support regulation of children's access to harmful media. The real issue, however, is whether ecogenerism will evolve from academic theory to actual practice. This article tests her theory by revisiting the line of violent video game cases to evaluate whether her ecogenerist perspective can achieve any real change in the courts' decisions. Particular attention is devoted to challenges presented by First Amendment free speech protections with a primary focus on the Ninth Circuit's decision in Schwarzenegger to invalidate a California statute prohibiting the sale or rental of violent video games to minors, a case that the Supreme Court is poised to soon decide. While some speculate that the Supreme Court is unlikely to reverse the Ninth Circuit's decision given the uniform position of other courts on this issue, this article reveals that an ecogenerist perspective demands a reversal by the Court precisely for that reason. Should the Court affirm the Ninth Circuit's invalidation of the statute, the article concludes by proposing recommendations for future research and regulatory efforts from an ecogenerist perspective.


Asunto(s)
Protección a la Infancia , Medios de Comunicación de Masas/legislación & jurisprudencia , Juegos de Video/efectos adversos , Violencia/legislación & jurisprudencia , Publicidad/legislación & jurisprudencia , Agresión , Niño , Conducta Infantil , Derechos Civiles , Regulación Gubernamental , Humanos , Políticas de Control Social/legislación & jurisprudencia , Ciencias Sociales , Estados Unidos , Juegos de Video/legislación & jurisprudencia
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