literature review, interviews and panel discussions(described below). Published papers on game addiction, and intervention and prevention of various addictions w to prepare a broad understanding of the concepts, and a list of candidate items for new scale Several steps were then taken in order to make the survey suitable to adolescent game players. First, a semi-structured open-ended face to face interview was cor Two authors interviewed a convenience sample of three university students and two high school students who were highly engaged in online game playing. Each inte minutes. The interviews elicited gamers game playing history, patterns, motivations, and inhibitors, and opinions on and suggestions regarding our measure vo authors interviewed in a similar process a convenience sample of three high-school teachers and three parents, to better understand the prevention and harm reduc they have employed. Third, a focus group of six students( three university students and three high school students )was formed to validate the insights steps, and the measures that were formulated and refined throughout this process. This discussion was moderated by one of the authors and lasted about an hour. Last professors who are familiar with this line of research were invited to evaluate the questionnaire. Minor modifications were applied based on their feedback. The instrument based on all of these inputs was first drafted in English, and then translated into Chinese independently and cross checked by two of the authors v proficient in both languages. After receiving comments from game players for modification and clarification, the finally agreed Chinese version was then translated b English independently by these two authors to check for inaccuracies. Several adjustments were applied to the original version until the authors all agreed that the iter accurately reflect the intention of the measurement. All of the motivation constructs as well as Rationalization/ Education, Dissuasion and Cost prevention were opera reflective latent variables. The Attention Switching, Parental Monitoring and Resource Restriction constructs were operationalized as formative composite variable questionnaire also captured respondents gender and age. Below we provide details on the different measurement scales Online Game addiction: We follow Charlton and Danforth(2005)'s criteria, according to which technology addiction is captured by the magnitude of key symp havioral salience, conflict, withdrawal, and relapse/reinstatement. The measure has been reliable( Charlton, 2002: Charlton Danforth, 2007, Charlton danfort hence we use it. Four motivation factors based on the functional needs online game playing addresses were measured by a total 17 items with reference to prior research. These f Need for- Advancement, Mechanics, Relationship, and Escapism. Reflective scales that capture these concepts were adapted from Yee(2006) There were no well established measures for some of the prevention and harm reduction factors. We hence developed these scales utilizing extant frameworks fo development(Sweeney Soutar, 2001)as described above. Synthesizing inputs from academics, university and high school students with insight from the literature following measurement instruments were developed. All used a seven point Likert-type scale ranging from"completely disagree" to"completely agree Dissuasion: It was conceptualized as a reflective scale and measured with four items from Babor(1994), as reinforced by expert-matter interviewees and focus g Rationalization/ Education: We developed a four-item reflective scale based on the definition from Eisen et al. (2002; Eisen et al., 2003)which were then adju feedback from the expert-matter interviewees and focus groups Perceived Cost: We adopt the five- item scale from Wu and Wang(2005) Attention switching: This construct was conceptualized as a second-order factor consisting of two first order constructs: Inner Attention switching and External switching, each component factor is important, but not individually sufficient, for reflecting the latent construct. If addicted players participate in meaningful activitie higher priority over game-playing, their addiction-driven behavior will be restrained (Wan Chiou, 2006). These activities can come from internal sources (e.g,inte babies)or extemal forces(e.g, attending family events). Thus, the attention is shifted away from the addiction-driven behavior using two mechanisms: intemal and Expert-matter interviewees and focus groups assisted in adjusting this concept and items Parental monitoring: Based on the definition and our interviews with expert online gamers, parental monitoring can be active or passive. Passive monitoring ir getting some information, but not necessarily"spying" on one s children. In contrast, active monitoring includes more hands-on approaches to monitoring and ensurin boundaries set-up are not infringed. Following this conceptualization we operationalized parental monitoring as a second-order composite which includes two first or onstructs, PM Passive and PM Active. We adopt 6 scale items from Dishion and McMahon(1998)as modified based on comments from our expert game players. Resource Restriction: We developed four items that captured strictions users observe, based on key resource concems discussed in the literature: guidance quipment, and network connection availability(e.g, Jeong& Kim, 2007, Wan Chiou, 2006). The items were refined using inputs from the panels of experts. Thes focused on tangible resources, and not on time resources because it was assumed that time constraints are captured by internal and external attention switching activit time ts of this behavior, including the longest online playing time and the percentage online game playing occupies one Based on inputs from the panel these items best reflect the extent to which they are engaged in online game playing Pilot Test a pilot test was conducted to assess the scales. a total of 163 records were collected from adolescent online game players. They were recruited from a middle sc large city in China. Their ages ranged from 13 to 15. The data were used to run an array of reliability and factor analysis tests. A number of modifications were made nstrument based on feed back from respondents and reliability tests. The four subcomponents of motivation factors, advancement, mechanics, relationship, and escap obtained Cronbach's alphas of0.95, 0.71, 0.87 and 0.70 respectively. The addiction factor yielded a Cronbach's alpha of 0.83literature review, interviews and panel discussions (described below). Published papers on game addiction, and intervention and prevention of various addictions were to prepare a broad understanding of the concepts, and a list of candidate items for new scales. Several steps were then taken in order to make the survey suitable to adolescent game players. First, a semi-structured open-ended face to face interview was con Two authors interviewed a convenience sample of three university students and two high school students who were highly engaged in online game playing. Each inte about 30 minutes. The interviews elicited gamers’ game playing history, patterns, motivations, and inhibitors, and opinions on and suggestions regarding our measure two authors interviewed in a similar process a convenience sample of three high-school teachers and three parents, to better understand the prevention and harm reduc they have employed. Third, a focus group of six students (three university students and three high school students) was formed to validate the insights gathered in the steps, and the measures that were formulated and refined throughout this process. This discussion was moderated by one of the authors and lasted about an hour. Last professors who are familiar with this line of research were invited to evaluate the questionnaire. Minor modifications were applied based on their feedback. The instrument based on all of these inputs was first drafted in English, and then translated into Chinese independently and cross checked by two of the authors w proficient in both languages. After receiving comments from game players for modification and clarification, the finally agreed Chinese version was then translated b English independently by these two authors to check for inaccuracies. Several adjustments were applied to the original version until the authors all agreed that the item accurately reflect the intention of the measurement. All of the motivation constructs as well as Rationalization/ Education, Dissuasion and Cost prevention were opera as reflective latent variables. The Attention Switching, Parental Monitoring and Resource Restriction constructs were operationalized as formative composite variable questionnaire also captured respondents’ gender and age. Below we provide details on the different measurement scales. Online Game addiction: We follow Charlton and Danforth (2005)’s criteria, according to which technology addiction is captured by the magnitude of key symp behavioral salience, conflict, withdrawal, and relapse/reinstatement. The measure has been reliable (Charlton, 2002 ; Charlton & Danforth, 2007; Charlton & Danfort hence we use it. Four motivation factors based on the functional needs online game playing addresses were measured by a total 17 items with reference to prior research. These f Need for - Advancement, Mechanics, Relationship, and Escapism. Reflective scales that capture these concepts were adapted from Yee (2006). There were no well established measures for some of the prevention and harm reduction factors. We hence developed these scales utilizing extant frameworks fo development (Sweeney & Soutar, 2001) as described above. Synthesizing inputs from academics, university and high school students with insight from the literature, following measurement instruments were developed. All used a seven point Likert-type scale ranging from “completely disagree” to “completely agree”. Dissuasion: It was conceptualized as a reflective scale and measured with four items from Babor (1994), as reinforced by expert-matter interviewees and focus g Rationalization/ Education: We developed a four-item reflective scale based on the definition from Eisen et al. (2002; Eisen et al., 2003) which were then adjus feedback from the expert-matter interviewees and focus groups. Perceived Cost: We adopt the five- item scale from Wu and Wang (2005). Attention switching: This construct was conceptualized as a second-order factor consisting of two first order constructs: Inner Attention switching and External switching; each component factor is important, but not individually sufficient, for reflecting the latent construct. If addicted players participate in meaningful activitie higher priority over game-playing, their addiction-driven behavior will be restrained (Wan & Chiou, 2006). These activities can come from internal sources (e.g., inte hobbies) or external forces (e.g., attending family events). Thus, the attention is shifted away from the addiction-driven behavior using two mechanisms: internal and Expert-matter interviewees and focus groups assisted in adjusting this concept and items. Parental monitoring: Based on the definition and our interviews with expert online gamers, parental monitoring can be active or passive. Passive monitoring in getting some information, but not necessarily “spying” on one’s children. In contrast, active monitoring includes more hands-on approaches to monitoring and ensurin boundaries set-up are not infringed. Following this conceptualization we operationalized parental monitoring as a second-order composite which includes two first or constructs, PM_Passive and PM_Active. We adopt 6 scale items from Dishion and McMahon (1998) as modified based on comments from our expert game players. Resource Restriction: We developed four items that captured the restrictions users observe, based on key resource concerns discussed in the literature: guidance equipment, and network connection availability (e.g., Jeong & Kim, 2007; Wan & Chiou, 2006). The items were refined using inputs from the panels of experts. Thes focused on tangible resources, and not on time resources because it was assumed that time constraints are captured by internal and external attention switching activit consume users’ time. Game playing: We focused on relevant aspects of this behavior, including the longest online playing time and the percentage online game playing occupies one’ Based on inputs from the panel these items best reflect the extent to which they are engaged in online game playing. Pilot Test A pilot test was conducted to assess the scales. A total of 163 records were collected from adolescent online game players. They were recruited from a middle sc large city in China. Their ages ranged from 13 to 15. The data were used to run an array of reliability and factor analysis tests. A number of modifications were made instrument based on feedback from respondents and reliability tests. The four subcomponents of motivation factors, advancement, mechanics, relationship, and escap obtained Cronbach’s alphas of 0.95, 0.71, 0.87 and 0.70 respectively. The addiction factor yielded a Cronbach’s alpha of 0.83