Abstract
For the central entertainment industry of the 21 st century-online gaming, children are undoubtedly the key consumer group. Although research on the impact of the gaming industry on children mainly deals with adverse effects such as addiction, violent content, inappropriate conduct and monetisation of personal data, there are also many positive effects-family fun, virtual socialising, improving cognitive skills and using games as a teaching tool. Therefore, all participants' task in the gaming industry value chain is to maximise the positive and minimise the negative impacts on children. A survey conducted among 893 young gamers in Serbia exposed their habits in consuming online games and indicated whether their rights are protected during the gameplay. The conclusion provides recommendations for key stakeholders in the gaming industry's ecosystem on making the digital playground inclusive, safe, and responsible for respecting children's rights.
Cite
CITATION STYLE
Krstić, N. (2021). Digital playground: Friend or foe to the children? The European Journal of Applied Economics, 18(2), 49–61. https://doi.org/10.5937/ejae18-29481
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