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1 document by Indiana University in the Game Industry Library, the newest “Normalizing Harm Through Teenagers’ Everyday Experiences with Video Games” (2026).

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Cover of Normalizing Harm Through Teenagers’ Everyday Experiences with Video Games
Whitepaper24 pages

Normalizing Harm Through Teenagers’ Everyday Experiences with Video Games

Normalizing Harm Through Teenagers' Everyday Experiences NICK ABEGG∗, Indiana University, USA RITIKA GAIROLA∗, Indiana University, USA APU KAPADIA, Indiana University, USA CHRISTENA NIPPERT-ENG, Indiana University, USA Video games are deeply embedded in teenagers' lives, shaping their social lives while exposing them to…

  • Teenagers aged 13–17 are aware of manipulative game design, including predatory monetization and engagement-driven reward systems, but they rationalize these practices as expected trade-offs for social belonging and progression.
  • Harmful gaming experiences are normalized through routine, everyday play, causing teenagers to view exhaustion and compulsive engagement as standard components of the gaming experience rather than signs of harm.
  • Teenagers shift the responsibility for online safety away from platforms and toward themselves and their parents, emphasizing personal self-control as the primary defense against manipulative mechanics.
Indiana UniversityNov 2026

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