Indiana University
Organization1 report
1 document by Indiana University in the Game Industry Library, the newest “Normalizing Harm Through Teenagers’ Everyday Experiences with Video Games” (2026).
Documents
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
Do you work at Indiana University? Get a free report of how these documents are read and cited here.