Skip to main content

The Analysis for Online Game Addiction

  • Conference paper
  • First Online:
Frontier Computing (FC 2016)

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 422))

Included in the following conference series:

  • 1422 Accesses

Abstract

Due to the convenience and popularity, Internet has changed our cognition since always. It is closely linked people’s whole daily life. Internet Addiction has become a worth noting issue. Game Addiction has become a big social problem. This paper aims to investigate the interpersonal communication difficulties and abnormal life schedule, even behavior deviation which are caused by Game Addiction of some people. This paper is based on Internet Addiction theory of Dr. Kimberly S. Young. Using his Internet Addiction Test (IAT) in the theory and adapt it becomes “Internet Game Addiction Survey Questionnaire”. We analyze the addiction status caused by some recent popular games for finding addiction extent of each game’s time interval, therefore, we can calculate addiction index . The questionnaire is divided in five categories with total 20 questions. Thus we can analyze the answer scores, average and percentage gaming time by this questionnaires. Then get the line chart of addiction extent in each game’s time interval. Through the chart, we can figure out how long a person gets game addiction. Further we can get the game addiction index and grade game addiction extent in different levels, then tell whether the player is easy to get game addiction or not by this survey. We expect to effectively prevent any user become game addiction by this research.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 329.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. The establishment of the Taiwan Network Information Center (TWNIC) Available: www.twnic.net.tw/

  2. N. Yee, "Motivations for play in online games," CyberPsychology & behavior, vol. 9, pp. 772–775, 2006.

    Google Scholar 

  3. Jeroen S. Lemmens a , Patti M. Valkenburg a & Jochen Peter, “Development and Validation of a Game Addiction Scale for Adolescents,”Media Psychology, 12:77–95, 2009

    Google Scholar 

  4. Yao-Lung Tsai,Chin-Shih Tsai and Jia-Min Chuo, “Impact of Facebook Game’s Involvement and Addiction on Physical and Mental Health and Learning Attitude-A Case Study from University Students in Madou,” Journal of Sport and Recreation Research, pp. 16–38, 2012

    Google Scholar 

  5. Hsiao-Mei Wang and Min-Tung Kuo, “The Comparison of Imputation Methods with Internet Addiction Scale,” Journal of Quantitative Management, vol. 10, no. 2, pp. 35–46, 2013

    Google Scholar 

  6. Sue-Huei Chen, Li-Jen Weng, Yi-Jen Su, Ho-Mao Wu and Pin-Feng Yang, “Development of a Chinese Internet Addiction Scale and Its Psychometric Study,” Chinese Journal of Psychology, pp. 279–294, 2003

    Google Scholar 

  7. K. S. Young and C. N. de Abreu, Internet addiction: A handbook and guide to evaluation and treatment: John Wiley & Sons, 2010.

    Google Scholar 

  8. Rune Aune Mentzoni, Psy.D., Geir Scott Brunborg, M.Sc., Helge Molde, Ph.D., Helga Myrseth, Psy.D., Knut Joachim Ma° r Skouverøe, B.Sc., Jørn Hetland, Ph.D., and Sta° le Pallesen, Ph.D., “Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health,” CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 14, Number 10, 2011

    Google Scholar 

  9. TING-JUI CHOU, Ph.D., 1 and CHIH-CHEN TING, M.B.A. 2, “The Role of Flow Experience in Cyber-Game Addiction,” CYBERPSYCHOLOGY & BEHAVIOR Volume 6, Number 6, 2003

    Google Scholar 

  10. S.M. GRÜSSER, Ph.D. 1 R. THALEMANN, Ph.D. (C), 1 and M.D. GRIFFITHS, Ph.D. 2, “Excessive Computer Game Playing: Evidence for Addiction and Aggression?,” CYBERPSYCHOLOGY & BEHAVIOR Volume 10, Number 2, 2007

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Min-Hui Ding .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this paper

Cite this paper

Hung, J.C., Ding, MH., Kao, WH., Wang, PC. (2018). The Analysis for Online Game Addiction. In: Yen, N., Hung, J. (eds) Frontier Computing. FC 2016. Lecture Notes in Electrical Engineering, vol 422. Springer, Singapore. https://doi.org/10.1007/978-981-10-3187-8_31

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-3187-8_31

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-3186-1

  • Online ISBN: 978-981-10-3187-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics