From Gamers to Spectators: Exploring the Interplay Between Online Esports Viewership and the China Anti-Addiction System in Gaming
Publication Date : Dec-10-2023
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Abstract :
Video Gaming among minors can bring both enjoyment and concern. Gaming offers opportunities for entertainment, social interaction, and even skill development. However, excessive gaming among young people could lead to addiction resulting in issues like neglecting responsibilities, disrupted sleep patterns, and emotional disturbances. China has implemented the Anti-Addiction System to curb gaming addiction among minors which limits the amount of time minors can spend playing online games to promote healthier gaming habits and reduce the potential negative impacts of excessive gaming on their well-being. However, the effectiveness of China's anti-addiction system remains unknown. This study aims to examine the effectiveness of China’s Anti-Addiction System in preventing gaming addiction among Chinese youths by assessing their game time in relation to online esports spectatorship. Using an online questionnaire, this study aims to assess the potential relationship between the effects of China’s Anti-Addiction System and online esports spectatorship among Chinese youth between ages of 15 to 17 (n = 33). Data were collected on participants’ game time after restriction by China’s Anti-Addiction System and their time spent watching esports online. Additional Likert scale questions further assessed the potential relationship. The collected data was subject to linear regression analysis and statistical hypothesis tests. This study discovered that there lacks convincing evidence of a relationship between the game time influenced by the Anti-Addiction System and online esports spectatorship. Results from this study reveals that China’s Anti-Addiction System does not have a substantial influence on the online esports spectating behaviors of underage Chinese gamers. Continued research and observations in this area are necessary to develop more effective strategies for the prevention of gaming addiction among underaged gamers.