1578 high school students were investigated of the game, and the data was used to find the factors which make person changing the exposed quantity to violent game.demographic variables (gender), environmental factors (domestic violence, peer violence and setbacks of life) and psychological factors (competition and self-esteem)were included.The results showed that: domestic violence, peer violence, frustration of life dropped into the regression equation of "whether exposure to violent games" and "exposed quantity", while self-esteem fell in...