Thammasat Int. J. Sc. Tech., Vol. 16, No. 2, April-June 2011 Perceived Benefits Gained From Online Game Playing among University Students in

Pawana Techavimol1 and John Walsh2 Shinawatra University,Vibhavadi-Rangsit Road, Bangkok 10900, . 1Tel. 081-869-5656 Fax. 66-2-653-1318. Email: [email protected] 2Tel: 66-2-949-2118 Fax: 66-2-949-2228. Email: [email protected]

Abstract Although presumed negative aspects of online game playing are widely disseminated in the media, the possible benefits that might be derived from this appear much less frequently. Possible benefits include the reduction of stress, promotion of analytical skills and team-work and the fostering of relationships with other people around the world. Using a specifically- designed questionnaire, the authors investigate the extent to which a sample of 610 Thai undergraduate students from a variety of universities in Bangkok feel that they have benefited from online game playing and which of the various benefits appear to them to be most relevant and most often achieved. The results are discussed and recommendations drawn to incorporate greater use of game-playing modalities into the classroom environment and to enhance the link between education and industry by fostering partnerships to create more location-specific Thai-language content for use in the education system.

Keywords: Online games, Online computer games, Computer game industry, Online education, Benefits of games

1. Introduction education, and led to poor health, and diminished future products. What is only People generally think of online rarely reported is the positive use of online games as an unproductive means of game play and the many opportunities the spending time and money prevalent among, online game industry has provided for principally, young adults. Coverage of such everyone [2]. games in the mass media generally focuses To help ease concerns, governments on negative aspects of online play, such as in many countries try to issue laws to protect crime and health issues. There are reports of game players from over-consumption. For thefts of valuable items and cases of murder example, KGDI (Korean Game caused by online games, among a small Development and Promotion Institute) under number of obsessive online game players. the Ministry of Culture and Tourism has as While virtual objects can become valuable one of its working objectives to reduce commodities for other players [1], the games negative attitudes to play as well as assisting and game play does not necessarily cause young adult problems in playing games [3]. these behaviors These news stories have In Thailand, the Ministry of Culture many parents fearing that their children will launched a law in 2009 to control internet become addicted to play, neglect their café playing-time for young adults in different age groups. Young adults under 15

54 Thammasat Int. J. Sc. Tech., Vol. 16, No. 2, April-June 2011 years old can use an internet café from with a lower education standard than many Monday to Friday, 14:00-20:00 hours and other countries in Asia. Thai students are official holidays including school breaks better at memorizing than analyzing and from 10:00-20:00 hours. Young adults from being creative [7]. Can online games help 15-18 years old can use an internet café students learn how to analyze and make Monday to Friday from 14:00-20:00 hours themselves more creative? and official holidays as well as school It is not easy to control how gamers breaks from 10:00-22:00 hours [4]. should play their games. The rules are In spite of fears and restrictions, created to protect people by setting online game businesses have been rapidly boundaries, but rules and regulations are growing every year. The market is very unlikely to stop them playing altogether. strong in Asia, having reached a value of Very few researchers study the positive US$3.4 billion in 2005 and is expected to be aspects of online game usage. Most research US$13 billion in 2011 [5]. The industry has studies concern the technical and also now created up to 100,000 jobs, which commercial aspects of gaming. This paper represents an increase of some 25% per year aims to investigate: 1) what are the positive from a base of 34,000 jobs in Korea in 2002 usages of online games for consumers who [3]. The online game business has played an are university undergraduate students, as important role as one of the principal export representatives of future knowledge workers products of Korea and has contributed and qualified parents; 2) how important are strongly to overall economic growth. In they, with a view to identifying the extent of Korea, online game professionals not only future utilization of games and what have as many fan clubs as movie stars, but recommendations can be made to the also earn good income from salaries, prizes relevant agencies to help improve the Thai and sponsorship by playing games education system. exclusively. There are many career opportunities for people who want to work 2. The Games Market in the game business, ranging from engineer, artist, producer, developer, sales and Online games have become a marketing staff to professional gamers. The universal feature of popular culture [8]. The development of this industry has resulted market for games is competitive and from deliberate policy decisions made by the growing around the globe. According to Korean government and enacted by its DFC, the worldwide interactive agencies and the private sector [6] entertainment industry is poised to grow In Thailand, there are not enough from approximately US$29 billion in 2005 skilled people in the game business, to US$44 billion in 2011. Brightman [9] also especially developers and artists, to keep up found that DFC’s forecast takes into account with demand. Some universities offer degree revenue from all areas of gaming, including courses on game design and development in console video games hardware and software, order to produce qualified professionals for portable hardware and software, PC games the market. So far, Thailand is a big and online PC gaming. DFC’s President, consumer of online games but only a small David Cole, pointed out that by 2011 DFC producer of high quality games. It is more forecast, that all console software combined difficult to develop good games than to play will only account for about a third of them. Most online games are imported from worldwide sales. overseas, mainly from Korea, China and Taiwan. The country also faces a problem

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3. Online Games in South Korea portals and international expansion. Korean game companies have been able to expand The predecessors of online games their offices outside the country to help were video games, PC games and arcade support growth and find local expertise to games [10]. Online games were first cover new territory, especially important in developed in 1969 in USA with the non-Korean contexts. However, market emergence of the TCP/IP network competition has become overheated and new communication agreement at that time. In companies have focused on distinct game the early 1990s, the computer multi-media contents and finding themselves a niche functions and world-wide-web (www) market, rather than competing on a mass brought online games to a newborn stage. marketing basis. Korea was a net consumer of foreign From Table 1, it can be seen that the packaged games prior to the year 2000 [11]. growth of online games has been notable The game industry is the largest business from 2004 to 2005, at 41.3% and, for the sector within the set of cultural industries. years 2005 to 2006, 2006 to 2007 and 2007 The support of the government for the game to 2008, growth forecasts were 26%, 21% industry is based on the concept of the “Law and 17%, respectively. The growth of of Music, Video, and Games.” The Korean mobile games and console games has been games market is expanding internationally positive too, but not the growth in the PC and it has become first in online gaming and games sector. Although online games rely a third overall in mobile gaming worldwide great deal on the presence of internet cafes, [12]. the growth of internet cafes in Korea has In 1999, the Korean Games declined over the years, perhaps because of Development and Promotion Institute was the approach towards saturation. The global founded and it has subsequently played a sales revenue of online games was estimated key role in developing game industry policy. to have risen to second place in the world in According to [12], since 1998, the Ministry 2003, while South Korea is the largest of Culture and Tourism has assumed market and Taiwan is the second largest responsibility as the competent ministry for market worldwide overall [13]. By the end the games industry. There has been an of 2009, the Korean market alone is attempt to establish One-Stop support for the estimated to reach US$1.7 billion [14]. sector, including support for games industry infrastructure, promotion for game experts, Table 1 Sales Amount and Growth of Total human resource training specific to the game Shipment (2004~2008) industry, information services, technology Unit: hundred million Won Online Mobile Console PC Internet Year development and so forth. games games games games cafes The internet has driven many of the 2004 10,186 1,617 1,866 534 16,772 changes in the Korean game industry [8]. 2005 14,397 1,939 2,183 377 19,923 2006 18,140 2,385 2,576 320 22,712 The size of the global online game market (E) has increased by 44% from US$4.5 billion 2007 21,950 2,790 3,091 285 24,756 in 1999 to US$6.5 billion in 2000 (E) 2008 25,681 3,209 3,555 271 25,994 (www.mct.go.kr). The Korean government’s (E) plan has been to become one of the world’s Source: KDGI (2006) top three gaming nations by 2010 [12]. The Note 2004: 1USD = KRW 1,200 sales of online games became first in all five In 2005: US$1 = KRW 1,024 (the average currency game platforms in 2002. The online games exchange rate of 2005 is applied) E = Estimate market has continued to increase its game

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4. Thailand Games Market one out of a total of 8 subjects. Vanichsuppawong [7] observed that Game production in Thailand is not is of a lower standard large in comparison with the demand for than many countries in Asia, e.g. Vietnam games consumption [15]. The number of has become the fifth highest ranking country game companies in Thailand at the first in the world for mathematics. While Thai “Game Developers eXchange Conference” students are good at memorizing material (GDXCON) in 2004 was more than 20. By and with basic skills such as multiple choice the end of 2006, this number had increased questions, they tend to be weak in critical to 31. The Association of Thai Software thinking, analysis and in written Industry reported that Thais consumed examinations. Rooncharoen [17] concluded US$450 million worth of software in 2004 that the problem of the Thai education as compared to US$375 million in the system is too much focus on memorizing preceding year (official sales only). The and that, therefore, students are weak in Association of Thai Software Industry [16] initiative and analytical thinking. showed that this consumption is dominated In the context of this crisis of Thai by imported software. Data suggests that the education, the National Education Act of proportion of software devoted to the games 1999 was launched with 9 sections, the most market is approximately 15% (US$70 important of which is section 4, which million) of the overall market – which concerns the organization of education and remains dominated by office productivity emphasizes the need for education to switch tools and operating systems. This represents from rote learning towards critical thinking 0.7% of the total expenditure in the Asia- and practice. Pacific on games. From interviews with Senge [18] found that a learning game company executives, it became clear organization consists of a group of people that the market size for legitimate computer who are continually enhancing their games is around US$36 million. The capabilities by creating what they want to remainder is made up of illegal copies for create and this concept has been deeply sale in the market. The related business influential. Learning began at the individual created by computer games, such as mass level and involved five disciplines: personal media related to the game business, mastery, mental models, systematic thinking, advertising in the mass media, internet sharing vision, and team learning. Most subscriptions, hardware and so forth should conceptualizations of learning organizations be at least 2-3 times the revenue from seem to work on the assumption that computer games. learning is valuable, continuous, and most effective when shared and when every 5. Thai Education System experience is an opportunity to learn [19]. Although online games do not directly The National Education Committee offer the kind of experience that supports the organized a seminar on “Thai Education learning organization approach, there are Revolution: National Agenda” in 2001 some areas in which the two share common concerning the crisis of the Thai education characteristics. Consequently, encouraging system with respect to the quality of students students to use online games within suitable at grade 9 nationwide. They found that, in parameters might help them to develop the 1997, students scored lower than 50% in kinds of skills that will be necessary, if they examinations in 4 out of 5 subjects, while are to flourish in the envisaged new students in grade 12 exceeded 50% in just educational system to become entrenched in

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Thailand. Playing online games allows by a population of undergraduate social interaction in which players build university students; both casual and meaningful relationships. 2) Investigate demographic factors with Through time spent on playing games, respect to students and their use of and students can strengthen their existing benefits from online games; relationships and meet new people [20]. A 3) Identify the most important benefits from study conducted at Brunei University playing online games (i.e. stress concerning the effects and benefits of online management, creativity, analytical skill games on young people found that gaming is and so on) in rank order; far from being a frivolous diversion from 4) Provide recommendations to the Ministry homework. Instead, the online worlds that of Education and teachers on these are partly created by the gamers to some positive aspects of play that may be extent represent a form of social reality that incorporated into the classroom and helps gamers to make the transition from teaching objectives. study to work [21]. Review of relevant literature and In order to achieve success in the ethnographic observation of Thai online game, students feel that they need to game players led to the creation of a battery demonstrate enhanced analytical skills. of ten different positive benefits that might Children also learn to cooperate as part of a arise from playing online games. These are: team and appreciate the fact that, while systematic thinking, stress reduction, time working as part of a team, each individual management, solving personal problems, has particular strengths and abilities and that stimulating creativity, supporting it is the combination of all of these that leads interpersonal skills, building self-esteem, to the achievement of goals. It is quite identifying personal goals, understanding possible for the people concerned to transfer and sharing feelings with others, and these skills and insights into real world improving analytical skills. The research situations. asked respondents the extent to which they Studies also show that children that felt they had received these benefits from play games on regular basis have better eye- playing online games. This study reports, hand coordination. Research found that therefore, on impressions and perceptions, playing online games can boost memory for since it has not proved possible to adults and improve cognitive skills for triangulate the data through independent children [20]. Playing games that focus on evaluation. speed, logic, reasoning and memory, one can work out the lesser used part of the brain, 7. Research Methods which a benefit player now, and when the person grows older [22]. Some games This research uses a quantitative reduce the risk of Alzheimer disease while survey method. The sample size is 610 watching television increases it [23]. undergraduate students in Thailand drawn from , Kasetsart 6. Research Objectives University, , and , which means half The objectives of this paper are as the sample is from public universities follows: ( and Thammasat 1) Study the positive use of online games University) and half from private among the future qualified and universities (Bangkok University and knowledgeable workforce as represented Rangsit University).

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The sample students are taking degree ordering were investigated. Cronbach’s courses in Mass Communications, Business Alpha was also calculated for this test and Administration and Accountancy, Science, this resulted in a value of 0.8222, which is and Engineering. Respondents were selected considered acceptable for research of this at random with respect to year of study and sort. Completed questionnaires were entered other demographic characteristics. This is, into a spreadsheet using SPSS and therefore, a convenience sample, since it subsequently analysed using various depended on responses of those students statistical techniques as appropriate. who were willing and able to respond to the questionnaire. The achieved sample has 8. Findings been compared with the population overall, to determine the extent to which the two are The students in the sample comprised similar and, hence, the data is considered to of 50.2% males and 49.8% females. A be reliable in terms of representing the summary of demographic details of the population. The issue of non-response bias sample is shown in Table 2. cannot be approached directly, but there is Male online game players outnumbered no reason to think that this issue has led to female players by 64.1% to 35.9%. There consistent, significant distortion to the data, are variations in prevalence of play with or bias in the results. respect to year of study, major and The questionnaire is divided into 3 university. It is also apparent that there is no sections. meaningful difference between prevalence Section 1 concerns demographic of play and GPA achieved. Students who factors and has 7 questions on student play online games utilize a computer for information and 9 questions on how communication, e.g. e-mail, and instant respondents utilize computer and play online messaging (28.8%), more than they do for games. Students who do not play online playing games, which in turn occupies more games were not invited to complete the of their time than searching for information. entire questionnaire. While 23.0 % of students utilize a computer Section 2 concerns the benefits and for playing online games more than positive impacts arising from playing online communications and information searching, games, which are composed of 10 5-point 34.8 % of online game players spend 1-2 Likert scale questions. hours per day playing games and 26.2 % Section 3 is aimed at identifying the play games, for 2-4 hours. most important factors according to their Game players (35.1 %) play relative ranking. massively multiplayer online role playing Reliability and validity considerations games [MMORPG]. In MMORPG games, have been dealt with by consulting with two online game players are represented as academic experts for content validity avatars, which are representation of checking. The content was then adjusted numerically-defined characters are Ragnarok, according to their advice. Then, these EVE online, Aion, and Anarchy Online. instruments were tried out with 30 students Some online game players (23.6 %) playthat at 2 faculties: Mass Communications, and the player operates as a means of interacting Engineering at Bangkok University, who with the gameworld. Examples of were selected as the population of the study MMORPG casual games and sport games. for validity checking. No major changes Casual games represent easy games for were found to be necessary as a result of this leisure purposes, e.g., Gunbound, Seal, process, as wording, clarity and question

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Table 2 Number, percentage, and Some online game players (41.4 %) demography of university students have been playing games for more than 4 Number years. Some (38.5 %) pay no money to play Percentage Demographic feature of (%) games. Some students (80.3 %) play online students games at home. Only 14.6% play at internet 1 Gender cafés. Male 306 50.2 Female 304 49.8 Students think that there are benefits 2 School year from their game playing. Nine out of 10 Freshman 108 17.7 benefits have strong support in the Sophomore 199 32.6 questionnaires. Such personal benefits from Junior 153 25.1 playing online games are: supporting Senior 111 18.2 Fifth Year and Above 39 6.4 systematic thinking, reducing stress, time 3 Faculty management, solving personal problems, Mass 133 21.8 stimulating creativity, supporting Communications 135 22.1 interpersonal skill, building self-esteem, Business 132 21.6 Administration 210 34.4 understanding and sharing feeling with Engineering others, and improving analytical skills. Sciences Many agree that online games help them 4 University with knowing personal goals. Bangkok 192 31.5 Table 3 indicates the degree to which Rangsit 158 25.9 Thammasat 144 23.6 respondents felt that they had obtained Kasetsart 116 19.0 benefits from online game playing. It is 5 Reside with notable that nearly all students felt that they Family 248 40.7 had obtained benefits to at least some extent. Relatives 31 5.1 One means of identifying the benefits most Dormitory alone 153 25.1 Dormitory with 178 29.2 commonly perceived to have been received friends by respondents is to create a mean score 6 Parental status denominated in points (i.e. 5 points for a Together 493 80.8 strongly agree response, 4 points for an Deceased 47 7.7 Separated 68 11.1 agree response and so forth). This is shown 7 GPA in the table below: 1.0-1.99 46 7.5 This section details the exploration of 2.0-2.99 408 66.9 the demographic features of individual 3.0-4.0 154 25.3 games players concerning the level and type 8 Average time using computer per day of positive benefits that they believe they less than 1 hour 55 9.0 receive. An initial T-test indicated that there 1-2 hours 159 26.1 was no significant distribution with respect 2-4 hours 183 30.0 to gender (n = 312, P = 0.555). Subsequently, 4-6 hours 127 20.9 ANOVA tests were used to evaluate the > 6 hours 85 14.0 9 Play online games research hypotheses concerning other Play 315 51.6 demographic variables. Do not play 295 48.4 The four factors in which a statistically significant distribution was and Maple Story. FPS represents first person observed were university choice, time spent shooter games, which involve an avatar, one per day, genre, and length of playing games. or more ranged weapons, and a varying Three of these variables, time spent playing include Special Forces and S.T.A.L.K.E.R. per day, genre, and length of playing games

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Table 3 Benefit of Playing Online games Table 4 Ranking of Perceived Benefits of

Online Play

MEAN BENEFIT RANKING SCORE Reducing Stress 4.18 1 BENEFIT N Improving Analytical 3.75 2 AGREE % AGREE%

DISAGREE Skills % NEUTRAL% % DISAGREE % % STRONGLY% STRONGLY% Solving Personal 3.69 3 Problems systematic 13. 35. 40. 31 8.0 3.2 Stimulating Creativity 3.53 4 thinking 1 1 6 3 Supporting Interpersonal 3.50 5 reducing 41. 37. 19. 31 1.9 0 Skills stress 2 7 2 3 Systematic Thinking 3.47 6 time 22. 45. 18. 31 5.1 7.7 Building Self-Esteem 3.15 7 management 7 7 8 3 Understanding and 3.00 8 solving 24. 33. 29. 31 Sharing Feelings with personal 9.6 2.2 6 9 7 3 Others problems Time Management 2.99 9 stimulating 14. 36. 36. 10. 31 1.3 Identifying Personal 2.76 10 creativity 7 7 7 5 3 Goals supporting 13. 38. 34. 10. 31 interpersonal 2.6 8 5 3 9 2 skills Table 5 ANOVA Test Results Concerning building 10. 26. 36. 20. 31 6.1 Demographic Factors and Positive Usage self-esteem 8 5 1 4 3 VARIABLE N F SIG identifying 16. 40. 25. 12. 31 Faculty 311 1.905 0.129 personal 5.1 3 3 6 8 3 University 311 4.897 0.002** goals Residency 311 1.634 0.182 understandin g and GPA 310 1.008 0.366 26. 43. 16. 31 sharing 4.5 9.3 Time spent playing 310 3.752 0.005** 5 1 6 3 feelings with per day others Genre 310 3.896 0.004** improving Length of playing 311 3.172 0.025* 22. 42. 25. 31 analytical 7.0 2.9 games 7 2 2 3 skills 9. Explanation of Results may be interrelated: it may be that certain types (genres) of games appeal more 9.1 Demographic Factors topeople of a certain age and that playing Most online game playing students these games has certain implications for the are men. Five out of every ten students play length of time required to enact a discrete online games on a regular basis and seven portion of play. It may also be that different out of ten game players are men. Students in universities have a different type of culture their 2nd and 3rd years play more games than promoting online play (or discouraging it) students from 1st and 4th. This can be and that this has been captured by these explained in that students in their 1st year are results. It is certainly noticeable that there is still busy adjusting to their new university no discernible relationship between the life and the higher demands of education at perception of positive benefits and GPA. that level. Meanwhile, 4th year university students have to get ready to graduate and prepare for full-time employment or else continue their studies at the graduate level.

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There are more students from science 9.2 Gamers’ Behaviour and engineering playing games than from Students utilize the internet most for business administration and mass communicating with others, using chat and communications. In general, the study of email. Playing online games ranks second science and engineering requires more and browsing for information ranks last. technical use of the computer and has a MMORPG games are the most popular reputation for attracting people who enjoy among game players. The popular games in computer-mediated communications. More this genre include World of Warcraft - the complex software such as development and most played MMORPG of all time, Entropia language tools are used by these groups of Universe, Gunbound, Guild Wars, Maple students. Consequently, they are more likely Story, and Lineage (Sharif, 2009). Game to spend more time on a computer and have players can play with one another from more opportunity to play online games for around the globe at the same time and be personal benefits than students from the any character they choose. Most students other two faculties. have played online games continuously for More students in private universities many years and spent many hours playing play online games than public universities. games. Most of them invest between US$0-3 They play at home the most. They also go to per month on this activity. internet cafés more than using computers at Benefits of Playing Online Games their universities. In most universities, Online game players agree that there computer facilities are limited and operating are different benefits from playing, although hours are based on normal working hours. the benefits vary from person to person. Most students who play online games reside There are six principal benefits to be in dormitories, either living alone or with considered: 1) reducing stress; 2) improving friends. Out of every ten students surveyed analytical skill; 3) promoting systematic who study in Bangkok, 6 live in dormitories thinking; 4) solving personal problems; 5) and 4 live with their families. Most stimulating creativity and 6) supporting university campuses are far away from interpersonal skills. Respondents attached a student homes; therefore, students rent a lower level of importance to the remaining place to live near the campus to avoid four benefits listed in the survey: 1) commuting times and traffic on weekdays, improved time management; 2) building and go back home for weekends. This self-esteem; 3) identifying personal goals weekend-only commuting includes both and 4) understanding and sharing feelings students whose houses are in Bangkok and with others. those whose houses are in other provinces. Overall, it was found that respondents Sharing the dormitory is a good way to save placed benefits in this order: 1) reducing money and have friends. stress; 2) solving personal problems; 3) Most students’ parents live together supporting interpersonal skills and 4) and most students seem to have acceptable improving analytical skill. Almost all grades even though they may spend more students agree that reducing stress is a key than two hours a day using the computer. benefit of game playing. Online games allow This may suggest that playing online games game players to meet new friends from is not antithetical to academic achievement around the world according to whatever and it may be that it stimulates learning just schedule of style of play they prefer. as general computer usage does. Students may have personal problems related to their studies or their family or for other reasons and they seem to think that

62 Thammasat Int. J. Sc. Tech., Vol. 16, No. 2, April-June 2011 online games make them feel better or personal problems, and support development enable them to forget those problems. of interpersonal skills. It also makes sense and follows that the games help with 10. Conclusion analytical and problem solving skills. In Thailand, there are annual entrance The study shows that time spent per examinations to public universities. day on the computer, genre of game, length Students must select their own faculties and of time spent playing games, and the universities according to their performance university attended effect the positive usage in school, and based on the entrance of online games. The internet is like a examination scores. Most leading public classroom where students can learn different universities and certain faculties need higher subjects from around the world, enjoy scores in order for students to enter. Private different kinds of games, communicate, and universities are more flexible. The share with one another. The possibilities are admissions are done more than once per year endless as to what can be done. and also have private entrance exams for Consequently, spending more time on a admission to attract more students. Most computer can benefit students. Wongsawan higher scoring students join public (2001) concluded that a learning institution universities because of the higher standard should have a friendly environment for in admission and the perception of better learning, clean classrooms, and a quality. However, the private universities camaraderie between teachers and students. have been catching up in the long-term with The learning institution should support public universities. Investment power in useful, creative, physical and intellectual advertising, teaching equipment, instructors’ development, emotional and social activities, compensations and faster decision making which lead to discipline and personality for curriculum advancement have led the development. The internet is an ideal private sector to catch up faster with new learning place where students can set up trends and new technology. Consequently, their own environment to make it as friendly students from different universities utilize as they wish and in whatever environment the benefits of that technology differently. they want. The longer they enjoy learning, the more benefits there are to them. 11. Recommendations Games have many different genres, each of them unique and having their own The result of research shows that niche. MMORPG are very popular around online games have been and will be a part of the world and the majority of our study student life. However, the games they play group also plays MMORPG games. Players are mostly from overseas. There is a need to interact with one another within a virtual focus on developing the industry locally, to game world. The most popular in the nurture future developers here in Thailand. MMORPG genre is a fantasy based game, Recommendations to the Ministry of World of Warcraft. (“World”, 2008). Education (MOE) would, therefore, include: Because games are aimed to make playing • Educational institutions should enjoyable and online games are created for enhance the use of new technology interaction, the benefits for players combine as learning tools as well as fun and social interaction. Not only do they employing online games within interact with local friends but with people student learning where appropriate. from around the world. The interactive and Complex issues in mathematics fun aspects of the game reduce stress, solve and chemistry, for example, might

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be represented advantageously tools to students and how within a virtual world. efficiently to utilize them. • The MOE can help build local • Teachers should regularly seek online games content by feedback and a continuous supporting developers using exchange of ideas with students government funds so as to and other instructors concerning encourage the production of local student learning strategies. content in education. • The MOE can also work with 12. References developers from overseas in order to improve areas of knowledge and [1] Walsh, J. (2009). Following the skill that Thai developers lack. For Korean Model: Management of the example, they could work jointly Online Computer Game Industry in with local Thai companies and Thailand. GITAM Journal of train Thai developers on specific Management, (7:3), 1-13. projects that will result in Thai [2] Chatfield, T. Fun Inc.: Why Games language content that belongs to are the 21st Century's Most Serious the MOE. Business: Why Play is the 21st • The MOE should have regular Century's Most Serious Business, study groups to exchange ideas on Virgin Books, Birmingham, 2010, selected subjects for online game 288. content and look to receive [3] “Korea Game Development & feedback from players and the Promotion Institute.” [KGDI]. industry. Retrieved November 29, 2005, from • The MOE should educate teachers, http://www.gameinfinity.or.kr. parents and society to understand [4] “Internet Café Law in 2009.” how and why online games could Retrieved January 28, 2010, from be used to promote learning. www.mict.go.th. • The MOE should arrange regular [5] DFC Intelligence. “Who will benefit training on new learning tools and from the growth of online game new technology to make learning subscription revenue?.” Retrieved more enjoyable and maximize the October 24, 2007, from students’ learning potential. www.dfcint.com. For teachers: [6] Dal, Y. J. and Chee, F. “Age of New • Teachers should update their Media Empires: A Critical knowledge of technology trends to Interpretation of the Korean Online identify potential learning tools Game Industry,” Games and Culture, and how to utilize them in support (3:1), 2008, 38-58. of their teaching. [7] Vanichsuppawong, P., Learning • Teachers should combine new Disciplinary Behaviors of technology learning tools with Undergraduate in 2004-2005. traditional ways of teaching to Songklanakarin Journal of Social make it more fun and enjoyable for Science and Humanities, (15:3), 421- students. 435, 2009. • Instructors should also keep in [8] Kim, K.H., Park, J.Y., Kim, D.Y., mind the pros and cons of online Moon, H.I., & Chun, H. C. (2002). games when introducing them as “E-lifestyle and motives to use online

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