
Harrigan, K. A., Collins, K., Dixon, M. J., and Fugelsang,
J. (2010). Addictive gameplay: What casual game
designers can learn from slot machine research. In
Int. academic Conf. on the future of game design and
technology, pages 127–133.
Heinzen, T. E., Gordon, M. S., Landrum, R. E., Gurung,
R. A., Dunn, D. S., and Richman, S. (2015). A paral-
lel universe: Psychological science in the language of
game design. In Gamification in education and busi-
ness, pages 133–149. Springer.
Jensen, K. H., Fynbo, L., and Hansen, N. N. (2023). The in-
terplay between game design and social practice. New
Media & Society, page 14614448231187820.
Junior, R. and Silva, F. (2021). Redefining the MDA Frame-
work—The Pursuit of a Game Design Ontology. In-
formation, 12(10).
King, D. and Delfabbro, P. (2019). Video game monetiza-
tion (eg,‘loot boxes’): A blueprint for practical social
responsibility measures. Int. J. Ment. Health Addict.,
17:166–179.
King, D., Delfabbro, P., and Griffiths, M. (2010). Video
game structural characteristics: A new psychological
taxonomy. Int. J. Ment. Health Addict., 8:90–106.
Kir
´
aly, O., Griffiths, M. D., and Demetrovics, Z. (2015).
Internet gaming disorder and the DSM-5: Conceptual-
ization, debates, and controversies. Curr. Addict. Rep.,
2:254–262.
Kir
´
aly, O., Koncz, P., Griffiths, M. D., and Demetrovics, Z.
(2023). Gaming disorder: A summary of its character-
istics and aetiology. Compr. Psychiatry, 122:152376.
Kolb, B. and Gibb, R. (2011). Brain plasticity and be-
haviour in the developing brain. Journal of the Cana-
dian Academy of Child and Adolescent Psychiatry,
20(4):265.
Kumar, M. and Jha, A. K. (2024). Adolescent brain devel-
opment: Limbic system and emotions. In Encyclo-
pedia of Religious Psychology and Behavior, pages
1–10. Springer.
Li, Y., Wang, C., and Liu, J. (2020). A systematic review of
literature on user behavior in video game live stream-
ing. Int. J. Environ. Res. Public Health, 17(9):3328.
Lopez, D. A., Foxe, J. J., van Wijngaarden, E., Thomp-
son, W. K., and Freedman, E. G. (2024). The lon-
gitudinal association between reward processing and
symptoms of video game addiction in the adolescent
brain cognitive development study. J. Behav. Addict.,
13(4):1051–1063.
McKenzie, T., Morales-Trujillo, M., Lukosch, S., and Ho-
ermann, S. (2021). Is agile not agile enough? a study
on how agile is applied and misapplied in the video
game development industry. In 2021 IEEE/ACM Joint
15th Int. Conf. on Software and System Processes (IC-
SSP) and 16th ACM/IEEE Int. Conf. on Global Soft-
ware Engineering (ICGSE), pages 94–105. IEEE.
Norman, D. A. and Draper, S. W., editors (1986).
User-Centered System Design: New Perspectives on
Human-Computer Interaction. LEA, Hillsdale, NJ.
(PEGI), P. E. G. I. (2009). Pan european game information
(pegi). https://pegi.info/. accessed: 2025-01-13.
Petrovskaya, E. and Zendle, D. (2021). Predatory mon-
etisation? a categorisation of unfair, misleading and
aggressive monetisation techniques in digital games
from the player perspective. J. Bus. Ethics, 181:1065–
1081.
Petry, N. M. (2019). Pause and reset: a parent’s guide
to preventing and overcoming problems with gaming.
Oxford University Press.
Ramadan, R. and Widyani, Y. (2013). Game development
life cycle guidelines. In 2013 Int. Conf. on Advanced
Computer Science and Information Systems (ICAC-
SIS), pages 95–100. IEEE.
Ravindranath, O., Perica, M. I., Parr, A. C., Ojha, A.,
McKeon, S. D., Montano, G., and et al. (2024).
Adolescent neurocognitive development and decision-
making abilities regarding gender-affirming care. Dev.
Cogn. Neurosci., page 101351.
Rehbein, F., Gentile, D. A., Lemmens, J., and Rumpf, H.-J.
(2024). Structural game characteristics and problem-
atic gaming. Sucht.
Rehbein, F., King, D. L., Staudt, A., Hayer, T., and Rumpf,
H.-J. (2021). Contribution of game genre and struc-
tural game characteristics to the risk of problem gam-
ing and gaming disorder: A systematic review. Curr.
Addict. Rep., 8(2):263–281.
Sachu, B., S, K., and R, J. (2024). Investigating online game
addiction: An in-depth analysis of design elements
through the player engagement model. ShodhKosh J.
Vis. Per. Arts, 5(3):91–100.
Saini, N. and Hodgins, D. C. (2023). Investigating gam-
ing structural features associated with gaming disor-
der and proposing a revised taxonomical model: A
scoping review. J. Behav. Addict., 12(2):352–374.
Satapathy, P., Khatib, M. N., Balaraman, A. K., R, R.,
Kaur, M., and et al. (2024). Burden of gaming disor-
der among adolescents: A systemic review and meta-
analysis. Public Health Pract., page 100565.
Shliakhovchuk, E. (2024). Video games as awareness rais-
ers, attitude changers, and agents of social change. Int.
J. Comput. Games Technol., 2024(1):3274715.
Shrestha, A., Zuo, F., Qian, G., and Rhee, J. (2025). A sur-
vey and insights on modern game development pro-
cesses for software engineering education. In Software
and Data Engineering, pages 65–84, Cham.
Statista (2025). Video Gaming Worldwide - Statistics &
Facts. https://www.statista.com/topics/1680/gaming.
Accessed: 2025-01-13.
Toga, A. W., Thompson, P. M., and Sowell, E. R. (2006).
Mapping brain maturation. Trends in neurosciences,
29(3):148–159.
WHO (2019). International Classification of Diseases, 11th
revision (ICD-11). https://icd.who.int/en. Accessed:
2025-01-16.
WHO (2025). Adolescent health. https://www.who.int/
health-topics/adolescent-health. Accessed: 2025-01-
16.
Zhang, L., Han, J., Liu, M., Yang, C., and Liao, Y. (2024).
The prevalence and possible risk factors of gaming
disorder among adolescents in China. BMC psychi-
atry, 24(1):381.
Risk of Gaming Disorders in Adolescents: A Multiperspective Framework for Video Games Development
845