The Social Networks Development for Establishing Measures for Preventing and Controlling the Negative Impacts and Controlling the Negative Impacts of Online Games Among Children and Youth


  • Thitima Vechpong Faculty of Education, Silpakorn University, Thailand
  • Treetip Boonyam Music Business Department, College of Music, Mahidol University, Thailand



Social network, Children and youth, Online games, Game addiction, Measures


Online games are now the new mainstream of the gaming industry due to their ability to reach a wide range of people, especially children and young people, who may encounter negative impacts from playing online games. Therefore, this study aimed to examine measures to prevent addiction to games and the dangers caused by playing online games among children and youth by using various research and development processes. This research employed a purposive sampling technique with public and private stakeholders. The results showed that measures to prevent game addiction and the dangers caused by playing online games set for schools can be summarized as Prevent - Investigate - Precautionary - Activity creation – Remedy (PIPAR). Implementing the results from research studies emphasizes on driving at all levels concretely. As for the practical level, it should be implemented in an integrated way with routine tasks and operate in a network to promote creative online games and prevent game addiction and the dangers caused by games to youngsters on a continual and sustainable basis.


American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders: DSM-5. (5th ed.). Arlingto, VA, USA: American Psychiatric Association.

Ayman, Z. (2022). SEA Games Esports: Thailand in The Lead With 3 Medals So Far. IGN Southeast Asia. Retrieved from

Bjatiasevi, V. (2020). Online Gaming (and Addiction) Situation among Thai Youth. Retrieved from

Camarinha-Matos, L.M. & Afsarmanesh, H. (2006). Collaborative Networks. In Knowledge Enterprise: Intelligent Strategies in Product Design, Manufacturing, and Management. PROLAMAT 2006. IFIP International Federation for Information Processing;

Wang, K., Kovacs, G.L., Wozny, M., Fang, M., Eds.; Springer: Boston, USA, Volume 207, pp. 26-40. DOI:10.1007/0-387-34403-9_4

Carras, M. C., Stavropoulos, V., Motti-Stefanidi, F., Labrique, A., & Griffiths, M. D. (2021). Draconian policy measures are unlikely to prevent disordered gaming. Journal of Behavioral Addictions, 10(4), 849-853. DOI:10.1556/2006.2021.00075

Charoenwanit, S. (2014). Game addiction behaviors: impacts and preventions. Journal of Science and Technology, 22(6), 871-879. Retrieved from

Department of Children and Youth, Ministry of Social Development and Human Security (2020). Child and Youth Situation Report. Retrieved from

Fang, L., & Schinke, S. P. (2013). Two-year outcomes of a randomized, family-based substance use prevention trial for Asian American adolescent girls. Psychology of Addictive Behaviors, 27(3), 788–798. DOI:10.1037/a0030925

Gaiha, S. M., Duemler, A., Silverwood, L., Razo, A., Halpern-Felsher, B., & Walley, S. C. (2021). School-based e-cigarette education in Alabama: Impact on knowledge of e-cigarettes, perceptions and intent to try. Addictive Behaviors, 112, 106519. DOI:10.1016/j.addbeh.2020.106519

Hutarom, D. (2007). The Reduction of Juvenile's Online Game Addiction: A Case Study of the Participants of the Center of Game Addict Prevention, Child and Adolescent Mental Health Rajanagarindra Institute. (MA., Chulalongkorn University).

Kalinina, N. V., Salakhova, V. B., Artamonova, E. G., Efimova, O. I., & Kalinin, I. V. (2017). Psychological prevention mechanisms of minors’ deviant behavior. Eurasian Journal of Analytical Chemistry, 12, 663-672. DOI:10.12973/ejac.2017.00200a

Kemp, S. (2020). Digital 2020: Global Digital Overview. Retrieved from,passed%20the%203.8%20billion%20mark

Kemp, S. (2021). Digital 2021: Thailand. Retrieved from,at%2069.5%25%20in%20January%202021

Kemp, S. (2022). Digital 2022: Thailand. Retrieved from's%20internet%20penetration%20rate%20stood,percent)%20between%202021%20and%202022

Kim, E., Yim, H. W., Jeong, H., Jo, S., Kee, H. K., Son, H. J., & Han, H. (2018). The association between aggression and risk of Internet gaming disorder in Korean adolescents: the mediation effect of father-adolescent communication style. Epidemiol Health, 40(e2018039), 1–7. DOI:10.4178/epih.e2018039

Koedprang, P., Sukkichot, S., & Suwanasorn, M. (2020). The virtual world of youth with gaming disorder (in Thai). Art Pritas Journal, 8(2), 21 - 34. Retrieved from

Kwon, J. (2011). Toward the prevention of adolescent internet addiction. In K.S. Young and C.N. de Abreu (Eds.), Internet Addiction: A Handbook and Guide to Evaluation and Treatment, pp. 223 - 244. New Jersey, USA: John Wiley & Sons, Inc.

Li, Q., Tan, Y., Chen, Y., Li, C., Ma, X., Wang, L., & Gu, C. (2022). Is self-control and "angel" or a "devil"? The effect of internet game disorder on adolescent subjective well-being. Cyberpsychology, Behavior, and Social Networking, 25(1), 51–58. DOI:10.1089/cyber.2021.0044

Lopez-Fernandez, O. & Kuss, D.J. (2020). Preventing harmful internet use-related addiction problems in Europe: A literature review and policy options. Int. J. Environ. Res. Public Health, 17(11), 3797. DOI:10.3390/ijerph17113797

Marketeer. (2021). Game Industry: More Play, More Growth, the Business Opportunities for Entertainment Media in Digital Era. Retrieved from

Marketeer. (2022). Thailand E-Sport Opportunity that Makes AIS Wants to Participate. Retrieved from

Muijs, D., West, M., & Ainscow, M. (2010). Why network? Theoretical perspectives on networking. School Effectiveness and School Improvement, 21(1), 5-26. DOI:10.1080/09243450903569692

Numnam, M. (2012). Collaborative Networks in Administration on the Conservation of Expressive Cultures and Local Wisdom at Bang Klang District, Khukothai Province Project. (Ph.D., Sripatum University).

Paulau, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645–659. DOI: 10.1111/dmcn.13754

Plavevski, A. (2021). China’s new rules allow kids on video games just 3 hours a week – but gaming addiction isn’t about time, it’s about attitude. Retrieved from

Praiwanrat, S. & Jitrasataporn, S. (2011). Predicting and ameliorating online game addiction behavior of Chon Buri adolescents. Journal of Education and Social Development, 6(2), 79-89. Retrieved from

Social Communication Work Group, National Health Commission Office. (2021). The Research Results Indicated that Juvenile has Game Addiction with a Play Game Average 5 hr./day, with 5000 baht/ Month as an Expenditure for Gaming. Retrieved from

Son, S., Oh, J., & Jeon, B. (2021). Correlational study between online friendship network and internet game disorder among university students. Brain and Behavior, 11(11), 1–7. DOI:10.1002/brb3.2392

Sportskeeda. (2022). Thailand’s Vampire Esports crowned champion of PMWI 2022 Afterparty Showdown. Retrieved from,%24167K%20in%20prize%20money

Statista Research Department. (2022)a. Countries with the Highest Number of Internet Users 2022. Retrieved from

Statista Research Department. (2022)b. Global Internet Access Rate 2005 - 2021. Retrieved from

The Psychology Notes Headquarters. (2019). What is Bronfenbrenner’s Ecological Systems Theory? Retrieved from

Vondrácková, P., & Gabrhelík, G. (2016). Prevention of internet addiction: A systematic review. Journal of Behavioral Addictions, 5(4), 568–579. DOI:10.1556/2006.5.2016.085

Watcharaach, J., & Rukkwamsuk, S. (2020). Computer game: A danger for children and adolescents that parents should not overlook. Journal of Nursing, Siam University, 20(40), 83-95. Retrieved from

World Health Organization. (2018). International statistical classification of diseases and related health problems (11th Revision). Retrieved from

Young, K. (2009). Internet Addiction: Diagnosis and Treatment Considerations. Journal of Contemporary Psychotherapy, 39(4), 241-246. DOI:10.1007/s10879-009-9120-x




How to Cite

Vechpong, T., & Boonyam, T. (2024). The Social Networks Development for Establishing Measures for Preventing and Controlling the Negative Impacts and Controlling the Negative Impacts of Online Games Among Children and Youth. Community and Social Development Journal, 25(1), 58–75.



บทความวิจัย (RESEARCH ARTICLE)