Online-game addiction is known to be concurrent with side effectssuch as lack of sleep, waning health, disturbed work orschoolwork, depression or behavioral disorder. In fact, however,there aren’t yet any well- established definition of online-game addictionnor any obvious medical evidence on the causality of gameand addiction, but ‘a game addiction bill’ that defined online gameas addictive substance along with alcohol, drug or gambling wasproposed, which have touched off heated disputes among the politicalcircles, the game industry and the educational community. The purpose of this study was to examine issues related to online-game addiction restrictions in an effort to suggest some ofthe right directions for the self-regulations. The state of online-game addiction, the relevant regulations of different countries,the state of the regulations in our country investigated. In our country, the government agencies made a different definitionof online-game addiction and imposed different limitations,which resulted in causing confusion. Japan, China and EU, however,chose self- regulation to resolve the problems of online-gameaddiction, and China ranked first in the global online- gamemarket. First, the goal of their regulations couldn’t be said to be definite enough. Online-game addiction should be defined more clearly. Second, the causes of online-game addiction should accurately beidentified, and the improvement of amusement culture is requiredto dynamize sound leisure activities. Finally, the ideal function ofgame should be strengthened to satisfy diverse needs for fun orget rid of stress. Online-game is already a means of communication and part ofculture. The introduction of self-regulation is necessary to let everyfamily exercise its right for game control and assume the responsibilityfor that at the same time, and the government shouldimpose rational regulations to back up the online-game industryto foster that industry.