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Adult's social engagement through digital game

by Kanyarat Worachat

Title:

Adult's social engagement through digital game

Author(s):

Kanyarat Worachat

Advisor:

Kullatip Satararuji

Degree name:

Doctor of Philosophy

Degree level:

Doctoral

Degree discipline:

Communication Arts and Innovation

Degree department:

The Graduate School of Communication Arts and Management Innovation

Degree grantor:

National Institute of Development Administration

Issued date:

2021

Digital Object Identifier (DOI):

10.14457/NIDA.the.2021.53

Publisher:

National Institute of Development Administration

Abstract:

The study titled “Adult’s Social Engagement through Digital Game” utilized the mixed methods research methodology combining qualitative and quantitative methods which emphasized on the qualitative study. The research examined middle aged adults and over to answer the five research objectives: 1) to study adult’s game playing behaviors, 2) to study motivations driving adults in playing digital games, 3) to examine adult’s engagement with games, 4) to study adult’s engaging with other gamers through digital game, and 5) to study communication process in creating social engagement of adult gamers through digital games. The study comprises of two phases. The qualitative study employed the in-depth interview method to collect data from 32 informants. In addition, a focus group interview of 4 participants was also conducted. The second phase is a quantitative study, wherein data was collected from 402 respondents. The research findings regarding game playing behavior indicated that most of the middle-aged adults spent 1-2 hours a day playing games. Mobile or smart phone is the popular game device among. In terms of game types that adults prefer to play, it is found that adults like to play puzzle games the most. This is followed by role playing games (RPG), simulation, and strategy games accordingly. The findings regarding motivation indicate that the strongest motivation from player is entertainment motivation (x̄ equals to 3.17, SD equals to 0.673) while achievement is the most important motivation originated from game (x̄ equals to 3.17, SD equals to 0.949) The research also found that the process of social engagement creation comprises of 7 stages, which are motivation to play game, immersion of game engagement, communication via game activities, emotional sharing, creating group communication channel, doing collective activities outside game world, and construction of new social group beyond the game arena. As a result of the social engagement process it comes up with five different groups of adult game players who have their own types of social engagement: ‘Solo player’ with ‘Game engagement without social engagement’ type, ‘Pseudo solo player’ with  ‘Limited social engagement’ type, ‘Local guild player’ with ‘Closed social engagement’ type, ‘Online guild player’ with ‘Virtual social engagement’ type, and ‘Social player’ with ‘Real social engagement’ type. The research findings could be used for guidelines in the development of government policies to develop the potential for senior citizens. Game technology could be used to improve the physical, mental, and social health. In terms of the game business, the examination of game playing behavior and engagement of adults and gamers’ society would enable game and business development. This would help in the creation of games based on the true understanding of adult consumer behavior.

Description:

Thesis (Ph.D. (Communication Arts and Innovation))--National Institute of Development Administration, 2021

Subject(s):

Internet games -- Social aspects
Social media
Computer games

Keyword(s):

e-Thesis
Social engagement
Middle aged adult
Game engagement
Digital game

Resource type:

Dissertation

Extent:

280 leaves

Type:

Text

File type:

application/pdf

Language:

eng

Rights:

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

URI:

https://repository.nida.ac.th/handle/662723737/5594
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ทรัพยากรสารสนเทศทั้งหมดในคลังปัญญา ใช้เพื่อประโยชน์ทางการเรียนการสอนและการค้นคว้าเท่านั้น และต้องมีการอ้างอิงแหล่งที่มาทุกครั้งที่นำไปใช้ ห้ามดัดแปลงเนื้อหา และทำสำเนาต่อ รวมถึงไม่ให้อนุญาตนำไปใช้ประโยชน์เพื่อการค้า ไม่ว่ากรณีใด ๆ ทั้งสิ้น



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  • GSCM: Dissertations [52]

Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license.

Copyright © National Institute of Development Administration | สถาบันบัณฑิตพัฒนบริหารศาสตร์
Library and Information Center | สำนักบรรณสารการพัฒนา
Email: NIDAWR@nida.ac.th    Chat: Facebook Messenger    Facebook: NIDAWisdomRepository
 

 

Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license.

Copyright © National Institute of Development Administration | สถาบันบัณฑิตพัฒนบริหารศาสตร์
Library and Information Center | สำนักบรรณสารการพัฒนา
Email: NIDAWR@nida.ac.th    Chat: Facebook Messenger    Facebook: NIDAWisdomRepository
 

 

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