The development of the domestic online-game industry began in 2000. 7 years passed, the income of the industry increased from 0.31 billion RMB in 2001 to 7.2 billion RMB in the year of 2007. And the fast development contributed a lot to the industry of telecommunication, IT, media and publishing industry. But it also brought some negative effects. The most of all was that the teenagers got addiction to online-games.This paper researches the addiction behavior in online-games from the field of Economics, with the rational addiction theory founded by Becker. The author expends the Becker-Murphy model, and builds the online-games addiction model, which could explain the cause why online-games consumers tend to get addicted to online-games. April 9, 2007, eight ministries announced the implementation details of anti-addiction system. The anti-addition system for online-games started to work. However, there are several bugs in the system, so the teenagers can evade the regulation easily. In this paper, the author designed an online-game monitoring system, replacing the anti-addiction system. The new system repairs the bugs and can regulate the time playing online-games by teenagers effectively. |