Behaviors and Positive Effect from Playing Game: A Case Study of WANGAN MIDNIGHT MAXIMUM TUNE
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Abstract
This article presents study on video games playing behaviors and its positive effects among gamers in Bangkok metropolitan region. As a case study, Wangan Midnight Maximum Tune, a coin-operated racing games, is selected. The purpose of this study involves: i) study of games playing behaviors between a group of gamers in social network and a group of gamers without social network, ii) comparison of interactions pattern among gamers between those two groups, and iii) exploration of positive effects by video game playing. The research methodology is performed under qualitative approach consisting of in-depth interviews and participatory observations. Gamers are specifically selected by using the Game Addiction Screening Test (GAST). Eleven participants are comprised of two web administrators of the Wangan Midnight Maximum Tune Thailand web site and nine gamers with GAST scores as game enthusiast, among which six gamers are with social network and the other three gamers are without social network.
Findings are that all gamers participated with this research are male. While the gamers with social network are between 17-30 years old, the gamers without social network are between 19- 40 years old. Working people and students are presented in both groups. Game playing behaviors between two gamers groups are alike. Average time spent for game playing is 1-2 days/week or 1-2 hours/day. Favorite game playing time is between afternoon and evening. However, gamers with social network will socialized daily via social media. The interactions by game playing are consisted of collaboration and help, competition, conflict and harmonization and tolerance. Both gamer groups have similar interaction patterns of collaboration and help, competition and conflict. Nevertheless, harmonization and tolerance level are differed by the relationship distance, relationship level and website rules. With support from web administrators and website rules, gamers with social network,
therefore, has more harmonization and tolerance. Positive effects are causes of (first) by individual level: (i) individual skills and relaxation,
(ii) enhancement and development of life skill by socialization, (iii) creative activities between friends, and (iv) membership of virtual reality is pre-skilled of community and societal members, (second) by community and society level: community nurturing from the bottom-up scale.
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