TY - CONF KW - Human computer interaction KW - Cognitive dissonance; Excessive gaming; Learning Theory; Persuasive technology; Web intervention KW - Engineering education TI - Development of a web-based tailored intervention for excessive gaming Y1 - 2012/// SN - 20780958 N2 - Playing video games is one of the common leisure activities among youths in Malaysia. They treat gaming not only as entertainment but also as a means of socializing with their friends. However, when too much time is devoted into gaming and causes disruption in their daily lives, they might become pathological gamers. The paper proposes the development of a web intervention, Smart Gamers, to influence youth behavior towards online gaming. The theories that have been studied and chosen to be applied in the design of the web intervention are Gagne's Learning Theory, Cognitive Dissonance and Fogg's Behavioral Model. We designed a preliminary lab experiment to assess the feasibility of our design approach by recruiting 30 university students, age ranging from 18 to 22 to participate in the experiment. The gamers were presented with video clips that are tailored base on their gaming behavior, followed by persuasive communication emphasizing the negative effects of excessive gaming and suggested different methods on living a healthy lifestyle. Our preliminary study revealed that both learning theory and cognitive dissonance are able to trigger their thoughts and feelings regarding their gaming behavior and intentions to make positive behavioral changes. © 2012 Newswood Limited. All rights reserved. EP - 139 ID - scholars3114 UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85049881114&partnerID=40&md5=ad3b39dee962770e73ac91abb60397fe A1 - Chen, Y.Y. A1 - Goh, K.N. A1 - Abdul Razak, M.F. N1 - cited By 0; Conference of 2012 World Congress on Engineering and Computer Science, WCECS 2012 ; Conference Date: 24 October 2012 Through 26 October 2012; Conference Code:137503 AV - none PB - Newswood Limited SP - 134 VL - 1 ER -