DocumentCode
1887192
Title
Design of web intervention to influence youth behavior toward online gaming
Author
Yie, Chen Yoke ; Sivapalan, Subarna ; Ganeson, Kajendra Al ; Nee, Goh Kim ; Sugathan, Savita K. ; Akashah, Emelia ; Akhir, P.
Author_Institution
Dept. of Comput. & Inf. Sci., Univ. Teknol. PETRONAS, Tronoh, Malaysia
Volume
3
fYear
2010
fDate
15-17 June 2010
Firstpage
1368
Lastpage
1371
Abstract
PC or video games are an electronic game that has been made famous among teens way back in the 80´s era. It has been a source of entertainment and stress relief as an after school or holidays activity. Massively Multiplayer Online Role-Playing Games (MMORPG) were made possible with the growth of broadband Internet access in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. However, if too much time is spent in playing online games and players show negative behavior sign or pathological, the player is categorized or known as an online game addict. Once addicted, it will affect the player´s psychological and physical well-being. The objective of this study is to propose the design of a web intervention to influence youth behavior towards online gaming using Cognitive Dissonance and Gagne´s Learning Theory. Based on our previous research work, we are using the same theories and applying it in a different type of behavioral issue which in this case is online gaming. In UTP (Universiti Teknologi PETRONAS), students are able to play online games among themselves via the local area network. A total of 30 students who plays online games more than 10 hours per day were chosen, ranging from the 18 to 22 age range. Players will be categorized according to a baseline survey. Each category of users will go through the web intervention of different content. It is hoped that by combining the abovementioned theories, players are able to reduce their number of hours in playing online games.
Keywords
Internet; behavioural sciences computing; cognition; computer games; psychology; PC game; Web intervention; broadband Internet access; cognitive dissonance; electronic game; learning theory; local area network; massively multiplayer online role-playing game; online game addict; online gaming; physical well-being; psychological well-being; video game; youth behavior; Computers; Educational institutions; Games; Internet; Media; Psychology; cognitive dissonance; learning theory; online game addiction; web intervention;
fLanguage
English
Publisher
ieee
Conference_Titel
Information Technology (ITSim), 2010 International Symposium in
Conference_Location
Kuala Lumpur
ISSN
2155-897
Print_ISBN
978-1-4244-6715-0
Type
conf
DOI
10.1109/ITSIM.2010.5561652
Filename
5561652
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