Abstract.The purpose of this research is to study the online game playing behavior of undergraduate university agriculture bangkhen campus. The data were collected by questionnaire from undergraduate students of e-learning, the undergraduate students, university campus, bang khen The academic year 2558 115 people. The method of determining sample size by using the table of the RO Yamane YAMANE (1973) at the level of confidence 95% level error The edge was used to select the 10% by chance (Accidental selection) to obtain samples. The frequency (Frequency) percentage (Percentage) in the conclusion.The results this time derived from the query by there are 3 parts is 1) general information of the samples 2) behavior of game play. 3) the interest of players online. The proportion of respondents were female, aged 19 years studying level years 2. And students who answered the questionnaire study at the Faculty of business administration, most of students, lower income 10 000 bath and living with parents, most of the students play the game via mobile phone. Online play of students during the 1-2 days per week, each time in the play is 1-2 hours. And students pay to play online games, but in much. By most of the students were to play online games 3 aspects. Relax. What kid leisure, meet and talk with others. The mission. Quest or Mission in game. What students can learn from games played most of the answers that is to help the skill practice intelligence, wit and decision making. And followed to develop the creativity and imagination, and meditation, which can be seen that the gameplay has many benefits.
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