The Research of Analysis Addiction of Online Game
The convenience and popularity of nowadays internet has more influenced as we know and the internet is actually essential on the daily life of individuals. Thus, internet addiction issues become topics as well as the main purpose of this study to identify
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Abstract The convenience and popularity of nowadays internet has more influenced as we know and the internet is actually essential on the daily life of individuals. Thus, internet addiction issues become topics as well as the main purpose of this study to identify and conclude how the generally problem—game addiction caused one’s interpersonal communication difficulties accompany disorder live and behavioral bias. This research refereed the remarkable internet addiction theory from S. Young Dr. Kimberly, and support from his contribution of Internet Addiction Rating Scale (Internet Addiction Test, IAT), we’ve turned it into a “game addiction questionnaire” continually, and via the questionnaire analysis to rank one’s addiction level to the hot games aims to find the time interval versus addiction for each hot game. The statistics of survey questionnaire questions are Likert 5 point questions, 20 questions to answer and calculate, and the value of average scores and time spent then be analysis to propose the Game Addiction interval with incremental increasing function, that we can recognize how long people will be addictive while they began to play and when they’ll appear to be such regular and continually addition, namely, we may hint the addition level of J.C. Hung M.-H. Ding W.-H. Kao (&) Department of Information Technology, Overseas Chinese University, Taichung, Taiwan e-mail: [email protected] J.C. Hung e-mail: [email protected] M.-H. Ding e-mail: [email protected] H.-Q. Chen G.-S. Chen M.-F. Lee Graduate Institute of Educational Measurement and Statistics, National Taichung University of Education, Taichung, Taiwan e-mail: [email protected] G.-S. Chen e-mail: [email protected] M.-F. Lee e-mail: [email protected] © Springer Science+Business Media Singapore 2016 J.C. Hung et al. (eds.), Frontier Computing, Lecture Notes in Electrical Engineering 375, DOI 10.1007/978-981-10-0539-8_79
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games, then according these data analysis to specify different types of game addition classification and provide better users notification whether it is hazardous, therefore prevent users to become the next victims of game addiction.
1 Background and Motivation In 21st century, “Internet” is the most diverse and most growing technology in life. Internet which applies multiple application, constantly improved and innovation is a new technology impacts all the human’s aspects of life. Otaku (Otaku in meaning as it is used to refer to someone who stays at home all the time and doesn’t have a life) and Smartphone Addicts people’s behavior issues was discussed by news media, newspapers and magazines. Some people who died suddenly in playing game, teens addict internet in cyber cafe, use smartphone while walking to make the danger and even fantasize himself is the leading character in the online game to stabbed passengers on the metro, that reported in the newspaper society pages. Online game for the people is recreation and pass the time even though it can’t be proven the relation to the a
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