Multiple Chapters on "Thai Consumer Behavior Toward Online Games"

Multiple Chapters 19 pages (6548 words) Sources: 50

[EXCERPT] . . . .

Consumer Perceptions

Toward Personal Behavior Related To Playing Online Games

Conflicting concepts and concerns accompany the current billion dollars online game playing "business." Some consider the practice of playing games online harmful, while others argue it can ultimately work for the good of the player. During the mixed-method study, the researcher analyzes literature and results of the researcher's survey to determine how Thai game players personally perceive their personal behavior related to playing online games. The study also relates a number of online players' personal perceptions, motivations, and behaviors. During the survey of participants, the researcher investigates:

Thai online game players' personal perceptions of online games;

significant reasons that motivate the participants to play online games;

factors that motivate participants to choose an online game;

participants' opinions of digital society

Affects of playing online games in real world.

The study leads to a better understanding of the conflicting concepts and concerns continually confronting the virtual and real worlds that online game players not only play in, but "live" in; worlds in which some online game players may at times - live to play.

TABLE OF CONTENTS

CHAPTER I

INTRODUCTION

Conflicting Concepts and Concerns

Background of Study

2

Area of Study

3

Re
Continue scrolling to

download full paper
search Questions

2

Rationale and Significance of Study

4

Study components

5

Research Questions and Hypotheses

5

Study Aims and Objectives

6

Conclusion

7

CHAPTER II

LITERATURE REVIEW

9

Aim to Win

9

Concerns/Issues Regarding Playing Online Games

11

Factors Motivating Playing Online Games

15

Online Games Players' Typical Behaviors

17

Conclusion

19

CHAPTER III

METHODOLOGY

20

REFERENCES

22

LIST OF FIGURES

Figure 1: Thailand

2

Figure 2: Thailand's Location in Asia

3

LIST OF FIGURES

Table 1: Types of Evidence

10

Table 2: Participant Traits/Motivations

16

CHAPTER I

INTRODUCTION

"Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand"

(Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich 2009, Abstract).

Conflicting Concepts and Concerns

Despite conflicting concepts regarding online games and ensuring behaviors, the online game industry generates billions of dollars per year. In 2006, China became so concerned about the behaviour of individuals who played online games becoming addicted that it limited access to massive multiplayer online games for game playing participants under age 18. In the article, "Online game playing can be helpful, hurtful," Sherry Boschert (2007) reports that to counter addiction to online game playing, some software "places penalties on game characters if a youth spends more than 3 hours per day playing and severely limits the online character after more than 5 hours of play"(¶ 8). Jiming Wu and De Liu (2007) stress that the growth and increased popularity of online games confirm that need to better understand the behavior of online game players in their study, "The effects of trust and enjoyment on intention to play online games."

A better understanding of online game players will enhance the reader's ability to communicate professionally and/or personally with individuals who regularly play online games. Professionals practicing in mental health may especially benefit from the study. In light of contemporary conflicting concepts and concerns relating as well as the need to better comprehend the behavior of those who play online games, the researcher investigates Thai consumer perceptions toward personal behavior related to playing online games. During the dissertation, a mixed-method case study, focusing on the attitudes, behaviors and perceptions of consumers in Thailand who regularly play online games, the researcher seeks to confirm the validity of several hypotheses relating to the online game player's personal perceptions, motivations, and behaviors.

Background of Study

As the quote introducing the study recounts throughout the world, children and adolescents are increasing exposed to electronic media. Online games, the research reveals, currently constitutes a worldwide phenomenon, even in Thailand, that creates a barrage of conflicting concepts and concerns. In "Electronic game play and school performance of adolescents in Southern Thailand," Somchit Jaruratanasirikul and Kanjarut Wongwaitaweewong, both with the Department of Pediatrics, Prince of Songkla University, Hat-Yai, Songkla, Thailand, and Pasuree Sangsupawanich, Epidemiology Unit, Prince of Songkla University, Hat-Yai, Songkla, Thailand, (2009) report that they conducted a cross-sectional study among 1,492 participating adolescents attending four secondary schools and one commercial college from January through March 2007.

To collect information about their study participants' demographic data, electronic game play behaviors, and school grades, Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich (2009), conducted surveys using questionnaires. Their investigation found that "the prevalence of electronic game play was 75% in boys and 59% in girls. Twenty-two percent of boys and 8.7% of girls played electronic games every day with more than 2 hours per session" (Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich, Abstract). Game shops served as the most common place for online players; with the player's home following. The use of linear regression analysis, an analysis to predict a continuous dependent variable from a number of independent variables, found that the grades of those players who excessively engaged in electronic games ranged below 3.00.

Area of Study

Figure 1 and Figure 2 depict Thailand and its location in the world.

Figure 1: Thailand (Thailand 2010).

Figure 2: Thailand's Location in Asia (Thailand 2010).

Thailand, primarily a Buddhist country, also known as the Kingdom of Thailand, has a population of 65,444,371. Languages spoken in Thailand include Thai, English, and local dialects. Although Thailand experiences concerns related to armed violence in its three Muslim-majority southernmost provinces, it works with Malaysia to attempt to control the potentially volatile situation and the rise of terrorism. An incredibly, naturally beautiful country; Thailand maintains a number of ruins and relics of its ancient history. With a myriad of attractions, which include Phuket Island and miles of scenic beaches, Thailand has become one of the most popular exotic tourist destinations in Asia. (Thailand 2010).

Rationale and Significance of Study

An increasing number of Internet cafes specializing in online gaming began operating in Thailand during recent years and have reportedly contributed to concerns relating to behaviors of players; particularly addictive behaviors. The BBC News report, "Thailand restricts online gamers" (2003) reports that during 2003 because of concerns relating to rising addiction rates among young people who played games online, Thailand imposed a night curfew on online gaming. The curfew ordered the blocking of game servers between 2200 and 0600 each day at that time.

Boschert (2007) examines the concern of whether game online contributes to problems for a client who seeks mental health services. She recounts that Greg Brack, Ph.D., "said in a poster presentation at the annual meeting of the American Psychological Association. Massive multiplayer online games 'can be either a facilitator of healthy social interest or a terrible threat to clients' well-being'" (Brack quoted in Borschet, ¶ 1). Boschert points out that when a game player seeks mental health help, the therapist can implement the use the games to help the client to discover his private logic both within and outside the game/s. As the therapist addresses the goals that drive game player's behavior, the therapist can also use the game behavior as context, and help the client explore himself and how he perceives himself to interact with others.

The current study proves relevant as well as significant, the researcher asserts, as it address a contemporary issue that affects not only consumers in Thailand, but throughout the world. The information the study relates will prove helpful not only to those who work with and communicate with online game players in professional and personal environments, but also provide credible, useful information to readers who may also be game players.

Study Components

The organization of the dissertations includes the following sections:

1. Introduction

2. Review of Literature

3. Methodology

4. Analysis

5. Discussion, Conclusion and Recommendations

Research Questions and Hypotheses

The primary research question for the dissertation queries: How do Thai game players personally perceive their personal behavior related to playing online games? The researcher also addresses the following three sub-questions?

1. What concerns/issues currently relate to perceptions regarding playing online games?

2. What factors may motivate an individual to play online games?

3. What behaviors typically relate to the playing of online games?

During the study, the researcher seeks to determine the validity of the following three hypotheses.

1. Individuals who regularly play online games perceive the activity as a source of enjoyment and/or a "escape" from reality.

2. The primary motivation for individual to play online games includes the desire to compete and/or socialize with other individuals.

3. Behaviors that may relate to the playing of online games include isolation from and/or neglect of everyday real world experiences and responsibilities.

To determine the validity of the three hypotheses, in addition to conducting an expansive literature review to obtain contemporary credible information, the researcher created and implemented an online survey of (*** number) online gamers; mostly university students and first jobbers (Appendix A).

Study Aim and Objectives

Study Aim

During the study, the researcher's primary aim constitutes analyzing literature and results of the researcher's survey to determine how Thai game players personally perceive their personal behavior related to playing online games; examining online game… READ MORE

Quoted Instructions for "Thai Consumer Behavior Toward Online Games" Assignment:

I am doing a Dissertation on *****'Thai Consumer Behaviour toward Online Games*****'

I have place an order on Introduction, Hypothesis, Literature Revew chapters

This are my research objectives (can be edit/change)

1. What is your perception toward online games?

2. What are the important reasons that motivate you to play online game?

3. What is/are factors for choosing an online game?

4. What is your opinion on digital society?

5. What is/are effected in real world when playing online games

The main purpose is to find out the perception, influence factors, and behaviours of online gamers

I would like the ***** to focus on specific dissertation chapters:

1. Background and Introduction

2. Hypothesis Chapter

3. Literature Review (approx 3500 words)

Please include research objectives in one of the following chapter

Note: That I am currently doing an online surveying Thai online gamers mostly university and first jobber

I will attached it once order have been approve for guidelines and smoothiness of this research. Once I have finished only survey I will be sending another order for an***** and left over chapters.

*****

*****

How to Reference "Thai Consumer Behavior Toward Online Games" Multiple Chapters in a Bibliography

Thai Consumer Behavior Toward Online Games.” A1-TermPaper.com, 2010, https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299. Accessed 1 Jul 2024.

Thai Consumer Behavior Toward Online Games (2010). Retrieved from https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299
A1-TermPaper.com. (2010). Thai Consumer Behavior Toward Online Games. [online] Available at: https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299 [Accessed 1 Jul, 2024].
”Thai Consumer Behavior Toward Online Games” 2010. A1-TermPaper.com. https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299.
”Thai Consumer Behavior Toward Online Games” A1-TermPaper.com, Last modified 2024. https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299.
[1] ”Thai Consumer Behavior Toward Online Games”, A1-TermPaper.com, 2010. [Online]. Available: https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299. [Accessed: 1-Jul-2024].
1. Thai Consumer Behavior Toward Online Games [Internet]. A1-TermPaper.com. 2010 [cited 1 July 2024]. Available from: https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299
1. Thai Consumer Behavior Toward Online Games. A1-TermPaper.com. https://www.a1-termpaper.com/topics/essay/consumer-perceptions-toward-personal/617299. Published 2010. Accessed July 1, 2024.

Related Multiple Chapterss:

Thai Consumer Perception Toward Using Mobile Phone Research Proposal

Paper Icon

Consumer Perception Toward Using Mobile Phone

Thai Consumer Perception on Mobile Phones

The mobile phone market has significantly developed in the past few years. The trend characterizes developed countries, but… read more

Research Proposal 14 pages (3816 words) Sources: 20 Topic: Computers / IT / Internet


Thai Consumer Behavior Toward Coffee Shop in Thailand Multiple Chapters

Paper Icon

consumer behaviour toward coffee shop in Thailand

Setting the context

Despite the fact that it has taken a second place due to the internationalised economic crisis, the process of globalisation… read more

Multiple Chapters 24 pages (6960 words) Sources: 10 Topic: Advertising / Marketing / Sales


Consumer Behavior From a Cultural, Social Research Paper

Paper Icon

consumer behavior from a cultural, social, personal and psychological standpoint are analyzed in the context of globalized brands, social media and the counterbalancing effects of ethnocentrism globally. The implications of… read more

Research Paper 9 pages (3397 words) Sources: 6 Topic: Advertising / Marketing / Sales


Response of Consumer Behavior Toward E-Banking Applied in Riyadh Saudi Arabia Dissertation

Paper Icon

Consumer Behavior Toward E-Banking Applied in Riyadh, Saudi Arabia

Banking services are characterized by high information intensive operations and this is especially true due to the effects of information and… read more

Dissertation 21 pages (5831 words) Sources: 35 Topic: Economics / Finance / Banking


Consumer Buying Behavior Research Paper

Paper Icon

Consumer Behavior Research

The multi-generational aspects of buying behavior are significantly re-ordering the growth, structure and long-term potential of all industries. Implicit in multi-generational shifts occurring in markets is the… read more

Research Paper 6 pages (2231 words) Sources: 4 Topic: Advertising / Marketing / Sales


Mon, Jul 1, 2024

If you don't see the paper you need, we will write it for you!

Established in 1995
900,000 Orders Finished
100% Guaranteed Work
300 Words Per Page
Simple Ordering
100% Private & Secure

We can write a new, 100% unique paper!

Search Papers

Navigation

Do NOT follow this link or you will be banned from the site!