Primary school students in Wuhan, central China’s Hubei Province, are playing games this semester and it’s okay with their teachers. A new IT course now offers local students the chance to take an online game as par...Primary school students in Wuhan, central China’s Hubei Province, are playing games this semester and it’s okay with their teachers. A new IT course now offers local students the chance to take an online game as part of their studies of online forum reg-istration and Internet-based communication methods.展开更多
Background:Online game addiction has become a serious global public health problem among adolescents.However,its influencing factors and mediating mechanisms remain ambiguous.Methods:The present study adopted stratifi...Background:Online game addiction has become a serious global public health problem among adolescents.However,its influencing factors and mediating mechanisms remain ambiguous.Methods:The present study adopted stratified random sampling to collect 6146 junior high school student samples in China's Mainland.We used regression analysis,and Bootstrap mediation test through SPSS 26.0 and AMOS 24.0 to reveal the tendency of students’online game addiction with different background characteristics and whether autonomy support from parents and teachers can effectively reduce online game addiction.Results:The results showed that parental(β=−0.112,p<0.001)and teacher(β=−0.225,p<0.001)autonomy support were conducive to reducing students’online game addiction.Academic perseverance(β=−0.080,95%CI=[−0.103,−0.058])and academic motivation(β=−0.073,95%CI=[−0.095,−0.052])partially mediated the relationship between autonomy support and online game addiction.Conclusion:This result provides a theoretical basis for educational interventions.It suggests that strengthening autonomy support could enhance students’academic perseverance and motivation and further reduce online game addiction.This study utilized a cross-sectional research design,making it difficult to determine the causal relationship between autonomy support environment and online game addiction.展开更多
For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies...For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies for online gaming, depressive tendencies, aggression, and self-concealment. The results revealed that excessive online game users having addictive tendencies in Japan had lack of self-esteem as one of depressive tendencies, high aggressive tendencies, and low tendency of self-disclosure, in contrast with non-excessive users. Moreover, it was suggested that these users had a confidence in the society based on contributive behaviors in multi-player groups of online gaming.展开更多
BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention...BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention based on positive psychology is a promising treatment for such patients.AIM To evaluate the effect of positive psychological intervention on anxiety,depression and coping in people addicted to online games.METHODS This self-controlled study included 89 people addicted to online games,who received treatment at Hangzhou Seventh People’s Hospital,Hangzhou,China in 2019.The Hamilton Anxiety Scale,Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety,depression and coping style among these people.Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation.The results were compared against those from the previous evaluation.RESULTS After 6 wk of psychological intervention,89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales.The score for positive coping style in Trait Coping Style Questionnaire was significantly improved,while that of the negative coping style decreased significantly(P<0.05).CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms,such as anxiety and depression,in subjects addicted to online games.Psychological intervention corrected negative coping style,thereby improving mental health.展开更多
<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of onli...<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of online game addiction, self-control ability and family function, analyze the influence factors and the relationship between them. <b>Methods</b>: The questionnaire of online game addiction, family function and self-control ability was used to investigate some college students. <b>Results</b>: 1) The detection rate of college students’ online game addiction is 40%. There are significant differences in sex, grade and only child in online game addiction. 2) There are significant differences in self-control ability and family function between online game addicts and non-addicts. 3) Self-control ability and family function have a significant predictive effect on online game addiction. <b>Conclusion</b>: College students’ online game addiction is affected by their self-control ability and family function, and it can be alleviated by improving their self-control ability and family function.</span></span></span><span style="font-family:""></span> </p>展开更多
This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a lega...This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a legal provision to control the phenomena of youths' online game addiction. At that time, there were lots of conflicting opinions in the course of implementation of the related governmental act. The purpose of this study is investigating what conflicting opinions there were in the course of the legislation and also the fundamental cause of the opinion confliction and the countermeasures thereby. Especially, it is noteworthy that two departments of the government had different legal approaches toward the issue. Thus, this study will present an affordable suggestion for other countries which have youths' online game addiction problems.展开更多
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and...The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.展开更多
What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experien...What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.展开更多
Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year...Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.Objectives:This study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.Methods:The research method used was analytical research using cross sectional design.Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.Result:The correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p=0,00<0.05.This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students.These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents.This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior.The higher the length of playing online games,the higher the aggressive behavior of teenagers,conversely the lower the longer playing online games,the lower the aggressive behavior of teenagers.展开更多
XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in M...XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in May, XuetangX has now become the first Chinese MOOC platform to offer its online education services in Africa.展开更多
Emotional education is the spirit of adult education, develop education and awakening education. Make full use of the emotional education in the work, on the part of students in some bad phenomena, such as Internet ad...Emotional education is the spirit of adult education, develop education and awakening education. Make full use of the emotional education in the work, on the part of students in some bad phenomena, such as Internet addiction, weariness, interpersonal barriers, by way of emotion education to guide students to explore new ways to use emotional education.展开更多
The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as...The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.展开更多
After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been eith...After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan.展开更多
This paper is concerned with a Nash equilibrium(NE)tracking issue in online games with bandit feedback,where cost functions vary with time and agents only have access to the values of these functions at two points dur...This paper is concerned with a Nash equilibrium(NE)tracking issue in online games with bandit feedback,where cost functions vary with time and agents only have access to the values of these functions at two points during each round.A partial-decision information setting is considered,in which agents have only access to the decisions of their neighbors.The primary objective of this paper is to develop a distributed online NE tracking algorithm that ensures sublinear growth of regret with respect to the total round T,under both the bandit feedback and partial-decision information setting.By utilizing a two-point estimator together with the leader-following consensus method,a new distributed online NE tracking algorithm is established with the estimated gradient and local estimated decisions based on the projection gradient-descent method.Moreover,sufficient conditions are derived to guarantee an improved upper bound of dynamic regret compared to existing bandit algorithms.Finally,a simulation example is presented to demonstrate the effectiveness of the proposed algorithm.展开更多
In recent years,e-sports has rapidly developed,and the industry has produced large amounts of data with specifications,and these data are easily to be obtained.Due to the above characteristics,data mining and deep lea...In recent years,e-sports has rapidly developed,and the industry has produced large amounts of data with specifications,and these data are easily to be obtained.Due to the above characteristics,data mining and deep learning methods can be used to guide players and develop appropriate strategies to win games.As one of the world’s most famous e-sports events,Dota2 has a large audience base and a good game system.A victory in a game is often associated with a hero’s match,and players are often unable to pick the best lineup to compete.To solve this problem,in this paper,we present an improved bidirectional Long Short-Term Memory(LSTM)neural network model for Dota2 lineup recommendations.The model uses the Continuous Bag Of Words(CBOW)model in the Word2 vec model to generate hero vectors.The CBOW model can predict the context of a word in a sentence.Accordingly,a word is transformed into a hero,a sentence into a lineup,and a word vector into a hero vector,the model applied in this article recommends the last hero according to the first four heroes selected first,thereby solving a series of recommendation problems.展开更多
Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG ...Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG user mobility explains the dynamics of subscriber size change.This article explores the subscription characteristics and user mobility in different types of MMORPGs.It is found that subscription characteristics in different types of MMORPGs are marked by dissimilarity.On one hand,the curve of competition-based game subscription is linear,and the stability period is short,therefore it is necessary for the game operators to introduce new versions timely.On the other hand,the gradient rate of subscription in the community-based game is slow at first and then fast,and the stability period is long,hence it will take the game operator a long cycle to launch a new version.The difference of subscription curve is caused by the fact that user mobility in competition-based game is higher than in the community-based game,as attractiveness of community-based game can maintain a longer period due to network externality.The purpose of the study is to help the game operator to understand the development stage and features of the game and to make effective decisions to attract more players.展开更多
文摘Primary school students in Wuhan, central China’s Hubei Province, are playing games this semester and it’s okay with their teachers. A new IT course now offers local students the chance to take an online game as part of their studies of online forum reg-istration and Internet-based communication methods.
基金funded by Suzhou Education Quality Monitoring Center’s 2023 Project,grant number SZKT202313-1.
文摘Background:Online game addiction has become a serious global public health problem among adolescents.However,its influencing factors and mediating mechanisms remain ambiguous.Methods:The present study adopted stratified random sampling to collect 6146 junior high school student samples in China's Mainland.We used regression analysis,and Bootstrap mediation test through SPSS 26.0 and AMOS 24.0 to reveal the tendency of students’online game addiction with different background characteristics and whether autonomy support from parents and teachers can effectively reduce online game addiction.Results:The results showed that parental(β=−0.112,p<0.001)and teacher(β=−0.225,p<0.001)autonomy support were conducive to reducing students’online game addiction.Academic perseverance(β=−0.080,95%CI=[−0.103,−0.058])and academic motivation(β=−0.073,95%CI=[−0.095,−0.052])partially mediated the relationship between autonomy support and online game addiction.Conclusion:This result provides a theoretical basis for educational interventions.It suggests that strengthening autonomy support could enhance students’academic perseverance and motivation and further reduce online game addiction.This study utilized a cross-sectional research design,making it difficult to determine the causal relationship between autonomy support environment and online game addiction.
文摘For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies for online gaming, depressive tendencies, aggression, and self-concealment. The results revealed that excessive online game users having addictive tendencies in Japan had lack of self-esteem as one of depressive tendencies, high aggressive tendencies, and low tendency of self-disclosure, in contrast with non-excessive users. Moreover, it was suggested that these users had a confidence in the society based on contributive behaviors in multi-player groups of online gaming.
基金Supported by The Medical and Health Science and Technology Foundation of Zhejiang,No.2020363968.
文摘BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention based on positive psychology is a promising treatment for such patients.AIM To evaluate the effect of positive psychological intervention on anxiety,depression and coping in people addicted to online games.METHODS This self-controlled study included 89 people addicted to online games,who received treatment at Hangzhou Seventh People’s Hospital,Hangzhou,China in 2019.The Hamilton Anxiety Scale,Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety,depression and coping style among these people.Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation.The results were compared against those from the previous evaluation.RESULTS After 6 wk of psychological intervention,89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales.The score for positive coping style in Trait Coping Style Questionnaire was significantly improved,while that of the negative coping style decreased significantly(P<0.05).CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms,such as anxiety and depression,in subjects addicted to online games.Psychological intervention corrected negative coping style,thereby improving mental health.
文摘<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of online game addiction, self-control ability and family function, analyze the influence factors and the relationship between them. <b>Methods</b>: The questionnaire of online game addiction, family function and self-control ability was used to investigate some college students. <b>Results</b>: 1) The detection rate of college students’ online game addiction is 40%. There are significant differences in sex, grade and only child in online game addiction. 2) There are significant differences in self-control ability and family function between online game addicts and non-addicts. 3) Self-control ability and family function have a significant predictive effect on online game addiction. <b>Conclusion</b>: College students’ online game addiction is affected by their self-control ability and family function, and it can be alleviated by improving their self-control ability and family function.</span></span></span><span style="font-family:""></span> </p>
文摘This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a legal provision to control the phenomena of youths' online game addiction. At that time, there were lots of conflicting opinions in the course of implementation of the related governmental act. The purpose of this study is investigating what conflicting opinions there were in the course of the legislation and also the fundamental cause of the opinion confliction and the countermeasures thereby. Especially, it is noteworthy that two departments of the government had different legal approaches toward the issue. Thus, this study will present an affordable suggestion for other countries which have youths' online game addiction problems.
文摘The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.
基金part of the research findings of"Studies in the Interaction between Chinese Cultural Elements and Chinese Animation Content Production Sector"(No.06JA860007)a humanity and social sciences project funded by the Ministry of Education of the PRC
文摘What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.
文摘Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.Objectives:This study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.Methods:The research method used was analytical research using cross sectional design.Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.Result:The correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p=0,00<0.05.This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students.These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents.This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior.The higher the length of playing online games,the higher the aggressive behavior of teenagers,conversely the lower the longer playing online games,the lower the aggressive behavior of teenagers.
文摘XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in May, XuetangX has now become the first Chinese MOOC platform to offer its online education services in Africa.
文摘Emotional education is the spirit of adult education, develop education and awakening education. Make full use of the emotional education in the work, on the part of students in some bad phenomena, such as Internet addiction, weariness, interpersonal barriers, by way of emotion education to guide students to explore new ways to use emotional education.
基金This article is funded by“Research on the realization of‘Realism-directed Transformation’in fictional Internet literature”of Sichuan Internet Literature Development Center(w222379).
文摘The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.
文摘After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan.
基金supported by the National Natural Science Foundation of China(Grant Nos.62173087,62176056,and 61833005)the Fundamental Research Funds for the Central Universities+2 种基金in part by the Alexander von Humboldt Foundation of Germanysupported by Zhi Shan Youth Scholar Program from Southeast Universityby Young Elite Scientists Sponsorship Program by CAST(Grant No.2021QNRC001)。
文摘This paper is concerned with a Nash equilibrium(NE)tracking issue in online games with bandit feedback,where cost functions vary with time and agents only have access to the values of these functions at two points during each round.A partial-decision information setting is considered,in which agents have only access to the decisions of their neighbors.The primary objective of this paper is to develop a distributed online NE tracking algorithm that ensures sublinear growth of regret with respect to the total round T,under both the bandit feedback and partial-decision information setting.By utilizing a two-point estimator together with the leader-following consensus method,a new distributed online NE tracking algorithm is established with the estimated gradient and local estimated decisions based on the projection gradient-descent method.Moreover,sufficient conditions are derived to guarantee an improved upper bound of dynamic regret compared to existing bandit algorithms.Finally,a simulation example is presented to demonstrate the effectiveness of the proposed algorithm.
基金the Guangdong Province Key Research and Development Plan(No.2019B010137004)the National Natural Science Foundation of China(Nos.61402149 and 61871140)+3 种基金the Scientific and Technological Project of Henan Province(Nos.182102110065,182102210238,and 202102310340)the Natural Science Foundation of Henan Educational Committee(No.17B520006)Guangdong Province Universities and Colleges Pearl River Scholar Funded Scheme(2019)Foundation of University Young Key Teacher of Henan Province(No.2019GGJS040)。
文摘In recent years,e-sports has rapidly developed,and the industry has produced large amounts of data with specifications,and these data are easily to be obtained.Due to the above characteristics,data mining and deep learning methods can be used to guide players and develop appropriate strategies to win games.As one of the world’s most famous e-sports events,Dota2 has a large audience base and a good game system.A victory in a game is often associated with a hero’s match,and players are often unable to pick the best lineup to compete.To solve this problem,in this paper,we present an improved bidirectional Long Short-Term Memory(LSTM)neural network model for Dota2 lineup recommendations.The model uses the Continuous Bag Of Words(CBOW)model in the Word2 vec model to generate hero vectors.The CBOW model can predict the context of a word in a sentence.Accordingly,a word is transformed into a hero,a sentence into a lineup,and a word vector into a hero vector,the model applied in this article recommends the last hero according to the first four heroes selected first,thereby solving a series of recommendation problems.
基金supported by the Teaching and Research Program for Overseas Returnees in Beijing University of Posts and Telecommunications
文摘Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG user mobility explains the dynamics of subscriber size change.This article explores the subscription characteristics and user mobility in different types of MMORPGs.It is found that subscription characteristics in different types of MMORPGs are marked by dissimilarity.On one hand,the curve of competition-based game subscription is linear,and the stability period is short,therefore it is necessary for the game operators to introduce new versions timely.On the other hand,the gradient rate of subscription in the community-based game is slow at first and then fast,and the stability period is long,hence it will take the game operator a long cycle to launch a new version.The difference of subscription curve is caused by the fact that user mobility in competition-based game is higher than in the community-based game,as attractiveness of community-based game can maintain a longer period due to network externality.The purpose of the study is to help the game operator to understand the development stage and features of the game and to make effective decisions to attract more players.