How to cite this paper
AlLouzia, A., Alomari, K & Maghaydah, S. (2024). Enhancing game classification systems with machine learning: A comparative study on techniques and legal implications.International Journal of Data and Network Science, 8(4), 2319-2332.
Refrences
Alomari, K. M., AlHamad, Q. A., Mbaidin, H. O., & Salloum, S. (2019). Prediction of the Digital Game Rating Systems based on the ESRB. Opción, 35(19), 1368–1393. https://produccioncientificaluz.org/index.php/opcion/article/view/24085
Azam, K. E. (2023). “That’s PEGI, the American system!”: Perceptions of video game age ratings among families in Nor-way. Media Culture & Society, 45(6). https://doi.org/10.1177/01634437231155340
CERO. (2024). Computer Entertainment Rating Organization. https://www.cero.gr.jp/
Dogruel, L., & Joeckel, S. (2013). Video game rating systems in the US and Europe. International Communication Ga-zette, 75(7), 672–692. https://doi.org/10.1177/1748048513482539
Downs, E., & Smith, S. L. (2010). Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis. Sex Roles, 62(11-12), 721–733. https://doi.org/10.1007/s11199-009-9637-1
ESRB. (2024). Entertainment Software Rating Board. Entertainment Software Rating Board. https://www.esrb.org/
Felini, D. (2015). Beyond Today’s Video Game Rating Systems. Games and Culture, 10(1), 106–122. https://doi.org/10.1177/1555412014560192
Gentile, D. A, Saleem, M., & Anderson, C. A. (2007). Public Policy and the Effects of Media Violence on Children. Social Issues and Policy Review, 1(1), 15–61. https://doi.org/10.1111/j.1751-2409.2007.00003.x
Grimes, S. M., Jayemanne, D., & Giddings, S. (2023). Rethinking Canada’s Approach to Children’s Digital Game Regula-tion. Canadian Journal of Communication, 48(1), 142–162. https://doi.org/10.3138/cjc.2022-0008
Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. Jama, 291(7), 856–865. https://doi.org/10.1001/jama.291.7.856
Hasan, Y. (2017). Violent video games increase voice stress: An experimental study. Psychology of Popular Media Cul-ture, 6(1), 74–81. https://doi.org/10.1037/ppm0000083
Hodge, S. E., Vykoukal, M., McAlaney, J., Bush-Evans, R. D., Wang, R., & Ali, R. (2022). What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling. Plos One, 17(2), e0263567. https://doi.org/10.1371/journal.pone.0263567
Hollett, R., Tomkinson, S., Illingworth, S., Power, B., & Harper, T. (2022). Evidence that digital game players neglect age classification systems when deciding which games to play. Plos One, 17(2), e0263560. https://doi.org/10.1371/journal.pone.0263560
Hong, S. J., Lee, D., Park, J., Kim, T., Jung, Y.‑C., Shon, Y.‑M., & Kim, I. Y. (2023). Severity identification for internet gaming disorder using heart rate variability reactivity for gaming cues: A deep learning approach. Frontiers in Psychi-atry, 14, 1231045. https://doi.org/10.3389/fpsyt.2023.1231045
Ivory, J. D., Williams, D., Martins, N., & Consalvo, M. (2009). Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings. Cyberpsychology & Behavior : The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 12(4), 457–460. https://doi.org/10.1089/cpb.2008.0337
King, D. L., & Delfabbro, P. H. (2019). Video Game Monetization (e.G., ‘Loot Boxes’): A Blueprint for Practical Social Responsibility Measures. International Journal of Mental Health and Addiction, 17(1), 166–179. https://doi.org/10.1007/s11469-018-0009-3
Losavio, J. D., & Losavio, M. M. (2014). The legal/juridical space of computer games: From intellectual property to intel-lectual freedom. In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) (pp. 1–8). IEEE. https://doi.org/10.1109/cgames.2014.6934141
PEGI. (2024). Pan European Game Information. https://pegi.info/
Penczynski, S. P. (2019). Using machine learning for communication classification. Experimental Economics, 22(4), 1002–1029. https://doi.org/10.1007/s10683-018-09600-z
Powers, G., Nguyen, V., & Frieden, L. (2015). Video Game Accessibility: A Legal Approach. Disability Studies Quarterly, 35(1). https://doi.org/10.18061/dsq.v35i1.4513
Raudenbush, B., Koon, J., Cessna, T., & McCombs, K. (2009). Effects of playing video games on pain response during a cold pressor task. Perceptual and Motor Skills, 108(2), 439–448. https://doi.org/10.2466/pms.108.2.439-448
Shin, W., & Huh, J. (2011). Parental mediation of teenagers’ video game playing: Antecedents and consequences. New Media & Society, 13(6), 945–962. https://doi.org/10.1177/1461444810388025
Sitzmann, T. (2011). A Meta‐Analytic Examination of The Instructional Effectiveness of Computer‐Based Simulation Games. Personnel Psychology, 64(2), 489–528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
Søraker, J. H. (2016). Gaming the gamer? – The ethics of exploiting psychological research in video games. Journal of In-formation, Communication and Ethics in Society, 14(2), 106–123. https://doi.org/10.1108/jices-02-2015-0003
Brown, et al. v. Entertainment Merchants Assn. et al., 564 U.S. 786 (2011), 2011. https://supreme.justia.com/cases/federal/us/564/786/
Tezol, Ö., Yıldız, D., & Yalçın, S. S. (2022). The Psychosocial Well-Being of Young Video-Gamer Children: A Comparison Study. Turkish Archives of Pediatrics, 57(4), 459–466. https://doi.org/10.5152/turkarchpediatr.2022.21359
Thompson, K. M [K. M.], & Haninger, K [K.] (2001). Violence in E-rated video games. Jama, 286(5), 591–598. https://doi.org/10.1001/jama.286.5.591
Walsh, D. A., & Gentile, D. A [D. A.] (2001). A validity test of movie, television, and video-game ratings. Pediatrics, 107(6), 1302–1308. https://doi.org/10.1542/peds.107.6.1302
Xiao, L. Y. (2023). Beneath the label: unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation re-quiring loot box presence warning labels by video game companies. Advance online publication. https://doi.org/10.31219/osf.io/asbcg
Xiao, L. Y., Henderson, L. L., Yang, Y., & Newall, P. W. S. (2021). Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China. Behavioral Public Policy, 8(3), 590–616. https://doi.org/10.1017/bpp.2021.23
Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181–191. https://doi.org/10.1016/j.chb.2019.07.003
Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768–1772. https://doi.org/10.1111/add.14973
Azam, K. E. (2023). “That’s PEGI, the American system!”: Perceptions of video game age ratings among families in Nor-way. Media Culture & Society, 45(6). https://doi.org/10.1177/01634437231155340
CERO. (2024). Computer Entertainment Rating Organization. https://www.cero.gr.jp/
Dogruel, L., & Joeckel, S. (2013). Video game rating systems in the US and Europe. International Communication Ga-zette, 75(7), 672–692. https://doi.org/10.1177/1748048513482539
Downs, E., & Smith, S. L. (2010). Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis. Sex Roles, 62(11-12), 721–733. https://doi.org/10.1007/s11199-009-9637-1
ESRB. (2024). Entertainment Software Rating Board. Entertainment Software Rating Board. https://www.esrb.org/
Felini, D. (2015). Beyond Today’s Video Game Rating Systems. Games and Culture, 10(1), 106–122. https://doi.org/10.1177/1555412014560192
Gentile, D. A, Saleem, M., & Anderson, C. A. (2007). Public Policy and the Effects of Media Violence on Children. Social Issues and Policy Review, 1(1), 15–61. https://doi.org/10.1111/j.1751-2409.2007.00003.x
Grimes, S. M., Jayemanne, D., & Giddings, S. (2023). Rethinking Canada’s Approach to Children’s Digital Game Regula-tion. Canadian Journal of Communication, 48(1), 142–162. https://doi.org/10.3138/cjc.2022-0008
Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. Jama, 291(7), 856–865. https://doi.org/10.1001/jama.291.7.856
Hasan, Y. (2017). Violent video games increase voice stress: An experimental study. Psychology of Popular Media Cul-ture, 6(1), 74–81. https://doi.org/10.1037/ppm0000083
Hodge, S. E., Vykoukal, M., McAlaney, J., Bush-Evans, R. D., Wang, R., & Ali, R. (2022). What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling. Plos One, 17(2), e0263567. https://doi.org/10.1371/journal.pone.0263567
Hollett, R., Tomkinson, S., Illingworth, S., Power, B., & Harper, T. (2022). Evidence that digital game players neglect age classification systems when deciding which games to play. Plos One, 17(2), e0263560. https://doi.org/10.1371/journal.pone.0263560
Hong, S. J., Lee, D., Park, J., Kim, T., Jung, Y.‑C., Shon, Y.‑M., & Kim, I. Y. (2023). Severity identification for internet gaming disorder using heart rate variability reactivity for gaming cues: A deep learning approach. Frontiers in Psychi-atry, 14, 1231045. https://doi.org/10.3389/fpsyt.2023.1231045
Ivory, J. D., Williams, D., Martins, N., & Consalvo, M. (2009). Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings. Cyberpsychology & Behavior : The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 12(4), 457–460. https://doi.org/10.1089/cpb.2008.0337
King, D. L., & Delfabbro, P. H. (2019). Video Game Monetization (e.G., ‘Loot Boxes’): A Blueprint for Practical Social Responsibility Measures. International Journal of Mental Health and Addiction, 17(1), 166–179. https://doi.org/10.1007/s11469-018-0009-3
Losavio, J. D., & Losavio, M. M. (2014). The legal/juridical space of computer games: From intellectual property to intel-lectual freedom. In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) (pp. 1–8). IEEE. https://doi.org/10.1109/cgames.2014.6934141
PEGI. (2024). Pan European Game Information. https://pegi.info/
Penczynski, S. P. (2019). Using machine learning for communication classification. Experimental Economics, 22(4), 1002–1029. https://doi.org/10.1007/s10683-018-09600-z
Powers, G., Nguyen, V., & Frieden, L. (2015). Video Game Accessibility: A Legal Approach. Disability Studies Quarterly, 35(1). https://doi.org/10.18061/dsq.v35i1.4513
Raudenbush, B., Koon, J., Cessna, T., & McCombs, K. (2009). Effects of playing video games on pain response during a cold pressor task. Perceptual and Motor Skills, 108(2), 439–448. https://doi.org/10.2466/pms.108.2.439-448
Shin, W., & Huh, J. (2011). Parental mediation of teenagers’ video game playing: Antecedents and consequences. New Media & Society, 13(6), 945–962. https://doi.org/10.1177/1461444810388025
Sitzmann, T. (2011). A Meta‐Analytic Examination of The Instructional Effectiveness of Computer‐Based Simulation Games. Personnel Psychology, 64(2), 489–528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
Søraker, J. H. (2016). Gaming the gamer? – The ethics of exploiting psychological research in video games. Journal of In-formation, Communication and Ethics in Society, 14(2), 106–123. https://doi.org/10.1108/jices-02-2015-0003
Brown, et al. v. Entertainment Merchants Assn. et al., 564 U.S. 786 (2011), 2011. https://supreme.justia.com/cases/federal/us/564/786/
Tezol, Ö., Yıldız, D., & Yalçın, S. S. (2022). The Psychosocial Well-Being of Young Video-Gamer Children: A Comparison Study. Turkish Archives of Pediatrics, 57(4), 459–466. https://doi.org/10.5152/turkarchpediatr.2022.21359
Thompson, K. M [K. M.], & Haninger, K [K.] (2001). Violence in E-rated video games. Jama, 286(5), 591–598. https://doi.org/10.1001/jama.286.5.591
Walsh, D. A., & Gentile, D. A [D. A.] (2001). A validity test of movie, television, and video-game ratings. Pediatrics, 107(6), 1302–1308. https://doi.org/10.1542/peds.107.6.1302
Xiao, L. Y. (2023). Beneath the label: unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation re-quiring loot box presence warning labels by video game companies. Advance online publication. https://doi.org/10.31219/osf.io/asbcg
Xiao, L. Y., Henderson, L. L., Yang, Y., & Newall, P. W. S. (2021). Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China. Behavioral Public Policy, 8(3), 590–616. https://doi.org/10.1017/bpp.2021.23
Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181–191. https://doi.org/10.1016/j.chb.2019.07.003
Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768–1772. https://doi.org/10.1111/add.14973