A Method Shielding the Chinese Game Webpage Based on Ontology

2011 ◽  
Vol 219-220 ◽  
pp. 1454-1458
Author(s):  
Jie Liu ◽  
Ling Bai ◽  
Xiang Yang Huang

As online gaming addiction has a serious impact on the healthy growth of young people, this paper presents a method that uses the ontology to shield Chinese game webpage. This method, based on positive example webpages and counter example webpages to calculate weight of feature words, to establish domain feature thesaurus and make ontology; then according to positive example WebPages, calculate weight of ontology elements in all parts of webpage to get ontology element weight database; then intercept webpage from the network application layer, identify candidate webpage (candidate) based on domain feature thesaurus; finally carry out semantic relevancy computing and shielding the game webpages in candidates. Experiments showed the shielding accuracy rate had arrived 98.8%. The principle of the method can be extended to other domains.

2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2021 ◽  
Author(s):  
Voon Nyet Teng ◽  
Abdul Rahman Abdul Manaf ◽  
Mohommad Rezal Hamzah ◽  
Husna Afifi Mohd Yusoff ◽  
Huzili Hussin ◽  
...  

2020 ◽  
Vol 3 (11) ◽  
pp. 01-20
Author(s):  
Nur Shazreen Zul Kamal ◽  
Saodah Wok

This study was designed to examine the impact of online gaming addiction on mental health among International Islamic University Malaysia (IIUM) students. The objectives of this study are to determine: (a) the exposure to online gaming, (b) the levels of online gaming addiction and mental health, and (c) the relationship between online gaming addiction and mental health, particularly depression, anxiety, and loneliness. This study employed a quantitative research design with the network sampling procedure applied as the sampling technique for data selection and an online survey questionnaire as the research instrument. A total of 210 respondents participated in this study, comprising both undergraduate and postgraduate students. The findings show that the most popular type of online game is PlayerUnknown’s Battlegrounds (PUBG), followed by Mobile Legend (ML), Call of Duty (CoD), Defense of the Ancients (DotA), and Free Fire. The levels of online gaming addiction and mental health among IIUM students were found to be significantly low. The relationships between online gaming addiction and mental health components, namely depression, anxiety, and loneliness, were found to be significant and positive. Based on the social cognitive theory tested, all the developed hypotheses were accepted. This study suggests that future research should examine the impact of online gaming addiction on academic performance and physical health. Besides, future research can investigate other theories such as agenda-setting theory, cultivation theory, dependency theory, and media effect theory.


2020 ◽  
Vol 2 (3) ◽  
Author(s):  
Qingdan Zhang

President Xi highly values the youth and youth ideological and political education, cordially cares for the healthy growth of young people, and elaborates on youth characteristics, youth status, youth ideological and political education and other issues, forming a systematic theoretical system of ideological and political education for young people. The theoretical system is an important component of the thought on socialism with Chinese characteristics for a new era and has significant enlightenment for strengthening and improving youth ideological and political education in the new era.


Young ◽  
2021 ◽  
pp. 110330882110320
Author(s):  
Tea T. Bengtsson ◽  
Louise H. Bom ◽  
Lars Fynbo

The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people’s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.


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