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Computer on line game player behavior: a case study of bansomdejchaopraya ajabhat university undergraduate students


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- COMPUTER ON LINE GAME PLAYER BEHAVIOR: A CASE STUDY OF BANSOMDEJCHAOPRAYA RAJABHAT UNIVERSITY.
- The purpose of this survey research was to studying on behavior of Bansomdejchaopraya Rajabhat University undergraduate student On-line Game player.
- The results found that most of students were playing game on-line by following on their friends.
- And the other reason was became an on-line game playing totally affected students learning in the most level..
- Keywords: Behavior problems, On-line Game 1.
- On-line Game have been developing in recent years has gained popularity as the most important branches of the entertainment industry, and the idea of using them for educational purposes has been gaining more and more ground (R.
- The results and discussions of this research when prioritizing from the most to the less important will be explained in on-line game playing behavior.as follows:.
- 48.2% of student began to play on-line game by their desired themselves, 36.3% played by their friends’ advice, and 15.5% played with another reasons..
- 1.2 Periods in on-line game play beginning,.
- 34.7% have played less than 1 year, 32.2% have played on-line games for 6-10 years, regularly, 18.6% have played for 1-5 years, 7.4% have played for more than 10 years, and 7.1% do not play at all..
- 34.5% played on-line game during p.m., 25.9% played during 4.00-8.00 p.m., 18.2% played during 12.00 p.m.
- 4.00 a.m., 12.6% played during 12.00 a.m.– 4.00 p.m., 7.0% played during a.m., and 1.8% played during 4.00-8.00 a.m..
- 36.9% spent more than 4 hours, 32.4% spent 3-4 hours, 20.9% spent 2- 3 hours, and 9.8% spent 1-2 hours..
- 35.1% played everyday, orderly, 32.2% played every other day, 16.6%.
- played for some days, 9.7% scarcely played, and 6.4% played in another ways..
- 1.6 Days and times in on-line games playing.
- 39.3% played after the class on weekdays, 27.6% played on weekends, 13.4% played on holidays, 10.5% played on special holidays, and 9.2% played on another days..
- 38.5% spent 15-20 hours per week, 37.4% spent 10-15 hours per week, 9.9% spent 5-10 hours per week, 7.6% spent more than 20 hours per week, and 6.6% spent less than 5 hours per week..
- 1.8 Places in playing on-line game.
- 44.8% played at the service shop, 31.3% played at their own house, 12.9% played at department store, 8.2% played in another places, and 2.8% played at friends’ houses..
- 49.3% played with friends, 32.1% played alone, 9.3% played with another people, 6.8% played with brothers and sisters, and 2.5% played with parents..
- 1.10 Types of favorite on-line game.
- 23.8% preferred to play sport on-line game, 18.7% preferred to play action on-line game, 13.9% preferred to play role-playing game, 13.5% preferred to play adventure game, 13.4% preferred to play simulation game, 10.3% preferred to play Hybrid game, and 6.4% preferred to play strategy game..
- 1.11 Costs in on-line game,.
- 40.5% have costs in on-line game playing for internet, 34.7% paid for service charge of the on-line game play to service charge, 17.5% paid for internet service charge in case of playing at home, 4.4% paid for free of charge internet (of TOT), and 2.9% have no expense..
- 42.4% pay for a package of 20 hours (89 Baht), 39.0% pay for a package of 40 hours (159 Baht), 10.6% pay for a package of 30 days (349 Baht), and 8.0% pay for a package of 15 days (189 Baht).
- 36.6% playing for amusing and entertaining, 30.4% for released tension, 12.9% for got more friends, 6.3% for encourage to creative idea, 5.2% for got more experiences, 4.3% for using leisure time to, 2.9% for gaining learning skills, and 1.4% for exchange opinions..
- 1.14 Disadvantages of on-line game playing.
- 23.9% lost attention in studying, 16.6% lost money, 14.5% lost health, 12.0 % less friends, 11.7% wasted times, 8.2% nonsense, 5.4% easily be deceived, 4.8% lost the future life, and 5.4% game addicted..
- 1.15 Risked from on-line game playing.
- 19.9% studying risked for not be able to finish their study according to curriculum period, 23.8% lacked of responsibility, 11.9% aggressive and violent, 10.2% be occupied with games, 8.6% lost mental health, 10.5% led to tricking and criminals, 10.3% originated criminal problems, and 4.8% too expensive service charge..
- On-line game playing affected students’ Learning..
- Most agreed that on-line game playing totally affected students learning in the most level (X = 3.91).
- More than 93% of students played computer on-line Game regularly..
- The most popular game are sport on-line game (about ¼) and the least are tose of strategy game (about 1/20)..
- 40.5% Major costs of on-line game are internet (about 40.
- The most disadvantages of on-line game playing are lost attention in studying, while the least are game addicted..
- The highest risked for on-line game playing are lacked of responsibility, and the lowest are too expensive service charge.