2012
DOI: 10.14569/ijarai.2012.010702
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The Classification of the Real-Time Interaction-Based Behavior of Online Game Addiction in Children and Early Adolescents in Thailand

Abstract: Abstract-This paper aims to study actual behaviors of Thai children and early adolescents with different levels of game addiction while playing online games from an angle of the interaction between a user and computer. Real-time interactionbased behavior data from a program agent installed in personal computers in 20 sample houses were screened along with consent given by children and their parents. Collection of data about game-playing periods, frequency, game-playing times, text-based chatting, mouse click a… Show more

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Cited by 3 publications
(2 citation statements)
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“…In the game industry, affective computing based on a multi-modal interface is the initial stage of adaptation. Various studies on gaming have been introduced in the areas of emotion diagnosis in video game players [18,19], game addiction [20], stress detection [21], player experience in a firstperson shooting game [22], facial expression recognition during a racing game [23], Microsoft's Kinect-based feedback system [24,25], and a commercial telemetry feedback system [26]. In a recent study, Martinez used a deep learning algorithm to recognize four types of emotions within a game [27].…”
Section: Previous Workmentioning
confidence: 99%
“…In the game industry, affective computing based on a multi-modal interface is the initial stage of adaptation. Various studies on gaming have been introduced in the areas of emotion diagnosis in video game players [18,19], game addiction [20], stress detection [21], player experience in a firstperson shooting game [22], facial expression recognition during a racing game [23], Microsoft's Kinect-based feedback system [24,25], and a commercial telemetry feedback system [26]. In a recent study, Martinez used a deep learning algorithm to recognize four types of emotions within a game [27].…”
Section: Previous Workmentioning
confidence: 99%
“… Actual issues influenced by aggressive behavior of persons,  Announced in the end of 2014 and actual call of Defense Advanced Research Projects Agency in the field of Detection and computational analysis of psychological signals [16],  Recent works in the field of classification and interpretation of a behavior in virtual environments [11,12,13,14,15],  Existence of theoretical [17] and practical [18] techniques for implementation of behavioral change. This fact permits to consider a possibility to influence aggressive persons online that can be discovered using the model proposed in the given paper.…”
Section: Introductionmentioning
confidence: 99%