Against Game Addiction Through GamificationFMP
How to raise the awareness and consciousness of Chinese teenagers who have Internet game addiction to adjust their game time by gamification?
(cosnidering focus on general teenager game addiction instead of just in China)
The game industry has a better development because of the wide application of the network and the high popularity of mobile devices, which will make more people be possible to generate Internet Game Addiction (IGA) when games become more accessible through high-speed internet, especially among children and teenagers. As an immature group in terms of physical and mental development, adolescents are influenced by self-control, cognitive ability and self-awareness, which make them more likely to indulge in the internet. According to China Internet Network Information Center (2017)), there are 146 million youth netizens in China In December 2016 and 14.1% of them have IGA. This paper explores the emergence of online gaming addiction, its impact on teenagers, and the reason of addicting. Gable Zichermann (2012) said games are the only force in the known universe that can get people to take actions against their self-interest. There are already some projects like ImgeLab’s Piano Stairs (2009) uses fun to change pedestrian’s behavior. Hence, this paper will reviews current therapy to IGA and explore the feature of gamification to raise awareness of IGA within teenagers.
online game addiction
-why it is emergence and
-definition of online game addiction
Habit, Behavior (going to look at this field)
-introducing to gamification
-gamification for changing human behavior
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