Spark tippawan State expert (2547 (2004) abstract;) Online games are popular with teens and it, is interesting to study. The factors that make many of, the players so the purpose of this research was to study the psychological and, social factors. And seek something exciting.Rousing in relation to online gaming behavior and the prevalence of online gaming habits of junior secondary students. In, Bangkok Thailand. By studying the sample of all 768 People from secondary school beginning in Bangkok 10 schools which,,, Is a tool used in the research is divided into 3 sections: 1. Personal information questionnaires and online gaming behavior 2.GHQ-28 mental, health assessment and 3. The environmental assessment for a feeling of excitement. A rousing For the statistics. Used are the average standard deviation in per cent.
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