Table 2. Prevention and Harm Reduction Factors Construct Definition Dissuasion The extent to which an individual per ers efforts to prevent playing online game by means of exhortation, ng, browbeating Rationalization/ The degree to which an individual is trained to understand the Education ociated with a problematic program of behavior ention to and track his or her whereabouts, activities, and outcomes Resource h he degree to which a player perceives that he or she is being restricted by Restriction the constraining of game playing resources such time, money, equipment Perceived Cost The ex which a player perceives the financial cost of playing online We believe that general extracurricular activities(e.g, sports)may make adolescents focus less on game playing and thus reduce the extent of game playing and one's level of online game addiction. Even though motivating factors such as a strong need for advancement may push individuals towards excessive use and potentia addiction, the constant occupation with other activities(e.g. school, sports, and social events)will plausibly reduce ones online game playing time, shift his or her att from online games, and ultimately alleviate his or her addiction levels. Indeed, it has been reported that attention switching can stop or reduce participation in online g which is an attitude-discrepant behavior for addicts and excessive users(Wan& Chiou, 2006).Hence H4a: Attention switching reduces online game playing H4b: Attention switching reduces the level of addiction to online games To dissuade means to advise against something by means of exhortation or argument. The term implies coaxing rather than browbeating, using reason instead of coer ommon practice exercised by external forces(regulators, parents, teachers, friends) for the prevention of undesirable behaviors such as smoking, alcohol abuse, and (e.g, De Brouwere et al., 1998; Eiser Vanderpligt, 1986). Studies have demonstrated that dissuasion can make a difference, at least in the case of alcohol abuse(Ba In the same vein, we believe that dissuasion is a common tactic employed by parents and social circles, which may be effective in reducing online game use and ultim addiction. Turel et al(Forthcoming ) has shown that technology addicts have a distorted rationality, and dissuasion is one potential means for shaping and fixing or stem. Therefore H5a: Dissuasion reduces online game playing H5b: Dissuasion reduces the level of addiction to online games ognitions, rationalization is aimed mostly at building good cognitive foundations, and can be self-managed. That is, it does not have to come from an external source parents and teachers. Rather, a person can educate herself regarding the risks of a certain program of behavior (e. g, by reading newspaper articles or watching TV ner Some online game players may not naturally realize the potential negative consequences of online game-playing, and may have distorted beliefs and attitudes tow games(Yang& Tung, 2007). Exposure to appropriate education and guidance may encourage rational thinking so as to reduce the chance of excessive use and potent preventing addiction(Faggiano et al., 2008). This mechanism operates, like dissuasion, against the potential distorted rationality of online game players and addicts Forthcoming). Thus H6a: Rationalization/education reduces online game playing. H6b: Rationalicationeducation reduces the level of addiction to online games Parental influence is an important risk factor or protective factor of youth problem behaviors( Chen et al., 2008), and especially addictions( Loke Wong, 201 Wilson, 2008). Specifically, lack of parental monitoring is correlated with risky behavior of young children, leading to accidental injury, antisocial and delinquent beh abstance use in adolescence(Dishion et al., 2003; Kiesner et al., 2009). Greater parental monitoring or parents'knowledge of their childrens daily activities and wh are associated with less deviant behavior. I Monitoring in the case of online games is an effective strategy preventing users from engaging in seemingly unsupervised acts of excessive or inappropriate use Bruner, 2006: Young, 1998a; Young, 2010b). Even the location of one's computer(how observable it is in one's house)can affect online game playing and addictionTable 2. Prevention and Harm Reduction Factors Construct Definition Attention Switching The extent to which other meaningful activities are offered to distract addict’s attention from engaging in the problematic behavior. Dissuasion The extent to which an individual perceives others’ efforts to prevent playing online game by means of exhortation, argument, coaxing, browbeating or coercion. Rationalization/ Education The degree to which an individual is trained to understand the issues associated with a problematic program of behavior. Parental Monitoring The extent to which an individual perceives his or her parents or guardians to pay attention to and track his or her whereabouts, activities, and outcomes. Resource Restriction The degree to which a player perceives that he or she is being restricted by the constraining of game playing resources such time, money, equipment, regulation and guidance. Perceived Cost The extent to which a player perceives the financial cost of playing online games to be high. We believe that general extracurricular activities (e.g., sports) may make adolescents focus less on game playing and thus reduce the extent of game playing and one’s level of online game addiction. Even though motivating factors such as a strong need for advancement may push individuals towards excessive use and potentia addiction, the constant occupation with other activities (e.g. school, sports, and social events) will plausibly reduce one’s online game playing time, shift his or her att from online games, and ultimately alleviate his or her addiction levels. Indeed, it has been reported that attention switching can stop or reduce participation in online g which is an attitude-discrepant behavior for addicts and excessive users (Wan & Chiou, 2006). Hence: H4a: Attention switching reduces online game playing. H4b: Attention switching reduces the level of addiction to online games. To dissuade means to advise against something by means of exhortation or argument. The term implies coaxing rather than browbeating, using reason instead of coerc common practice exercised by external forces (regulators, parents, teachers, friends) for the prevention of undesirable behaviors such as smoking, alcohol abuse, and (e.g., De Brouwere et al., 1998; Eiser & Vanderpligt, 1986). Studies have demonstrated that dissuasion can make a difference, at least in the case of alcohol abuse (Ba In the same vein, we believe that dissuasion is a common tactic employed by parents and social circles, which may be effective in reducing online game use and ultim addiction. Turel et al (Forthcoming) has shown that technology addicts have a distorted rationality, and dissuasion is one potential means for shaping and fixing one’s system. Therefore: H5a: Dissuasion reduces online game playing. H5b: Dissuasion reduces the level of addiction to online games. Rationalization/education refers to knowledge-focused or educational efforts aimed at one’s cognitions. As opposed to dissuasion which is an active effort agains cognitions, rationalization is aimed mostly at building good cognitive foundations, and can be self-managed. That is, it does not have to come from an external source parents and teachers. Rather, a person can educate herself regarding the risks of a certain program of behavior (e.g., by reading newspaper articles or watching TV new addiction stories). Some online game players may not naturally realize the potential negative consequences of online game-playing, and may have distorted beliefs and attitudes tow games (Yang & Tung, 2007). Exposure to appropriate education and guidance may encourage rational thinking so as to reduce the chance of excessive use and potent preventing addiction (Faggiano et al., 2008). This mechanism operates, like dissuasion, against the potential distorted rationality of online game players and addicts (T Forthcoming). Thus: H6a: Rationalization/education reduces online game playing. H6b: Rationalization/education reduces the level of addiction to online games. Parental influence is an important risk factor or protective factor of youth problem behaviors (Chen et al., 2008), and especially addictions (Loke & Wong, 2010 Wilson, 2008). Specifically, lack of parental monitoring is correlated with risky behavior of young children, leading to accidental injury, antisocial and delinquent beh substance use in adolescence (Dishion et al., 2003; Kiesner et al., 2009). Greater parental monitoring or parents’ knowledge of their children’s daily activities and wh are associated with less deviant behavior, risky behavior, and substance abuse among adolescents (Chuang et al., 2005). Monitoring in the case of online games is an effective strategy preventing users from engaging in seemingly unsupervised acts of excessive or inappropriate use Bruner, 2006; Young, 1998a; Young, 2010b). Even the location of one’s computer (how observable it is in one’s house) can affect online game playing and addiction