The game addiction is a significant cause of problem among teenagers. There are many
factors resulted in game addiction. Therefore, this research was descriptive research for exploring the
relevant factors of game addiction. The objective of the study was to survey the percentage of drug
addiction among teenagers playing computer game at the internet shop in Muang subdistrict, Phayao
province and to explore the relationship between factors were related with game addiction among
teenagers. The participants were three-hundred teenagers from Muang subdistrict, Phayao province.
They were voluntarily participated in the program. They were 13-18 year-old.
The self- report questionnaires were used to collect data. There are four parts of
questionnaires. Firstly, the personal data. Secondly the family data, Thirdly, data about their friend
and environmental factor. Finally, the data about playing computer game which was devided into two
part: evaluation of game addicted behavior and the knowledge of computer game. Data were analyzed
by using basic statistics such as percentage, means and standard deviation. A Chi-square was used to
prove the relationship between factors and game addicted behavior.
The findings indicated that 55.5% of teenagers had game addicted behavior. Over a half
59.3% had the high level of knowleddge about the appropriated playing computer game, only 39.3%
at medium level. There were sinificantly relationship between game addicted behavior and nine
factors: sex, age, the expenditure, habit, the relationship of their families, family’s care, environment
factor, peer factor and knowledge (p-value = 0.000-0.042). Only educational factor, habitat, parent’s
education, parent’s job, income of family and data from online game were no relationship with game
addicted behavior (p-value = 0.087-0.869).
It is interesting to note that the peronality of teenagers and family, friends and environment
factors were related with game addited behavior. Although teenagers had knowledge regarding
advantages and disadvantages of playing computer game, they have a chance to have the game
addited behavior. Therefore, this problem was concerned by society and the multidisciplinary should
cooperate to find an appropriate way for resolution.