Domain Change: Gaming addiction perceptions among undergraduate students in Thailand and China

Lauren Rebecca-Clark
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Abstract

Thailand and China’s internet penetration rates have rocketed over the past 15 years. Such increased access has led to increased scholarly interest in students’ online gaming habits in both countries. However, there is little research available about how undergraduate students in both countries consider their own and their peers’ gaming attitudes and habits, especially when these are sensitively aligned with “addiction.” Lacking too is research about how they think gaming impacts learning and academic performance between students from different university disciplines. This research examines undergraduate students in Thailand and China from the humanities compared with those from other disciplines in respect to their attitudes to and awareness of gaming addiction. A sample of 181 students from international and private universities were surveyed. Their interactions with leading games were analysed. A Likert scale was used alongside open-response questions and qualitative discourse analysis forming a mixed method to interpret these results. It is shown in this descriptive-inferential study that that students’ field of study, whether they actively played games and how often they played games all impacted how they valued their own gaming and defined the concept of “addiction.” Humanities and science students showed the same gaming habits as per daily hours spent gaming; business/economics students gamed less overall. Those who considered themselves addicted to gaming, perceived gaming addiction to account for 15-21hours spent gaming per week. Threshold gaming hours, positive and negative aspects of over gaming and a variance between moral and aesthetic appreciation of gaming as it impacts gamers’' lives were noted.
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领域变化:泰国和中国大学生对游戏成瘾的看法
泰国和中国的互联网普及率在过去15年里飞速增长。这种增加的访问导致两国学者对学生在线游戏习惯的兴趣增加。然而,关于这两个国家的大学生如何看待自己和同龄人的游戏态度和习惯的研究很少,特别是当这些敏感地与“上瘾”联系在一起时。他们也缺乏关于游戏如何影响来自不同大学学科的学生的学习和学业表现的研究。本研究考察了泰国和中国的人文学科本科生与其他学科本科生对游戏成瘾的态度和认识。来自国际和私立大学的181名学生接受了调查。分析了它们与主流游戏的互动。李克特量表与开放式回答问题和定性话语分析一起使用,形成了一种混合方法来解释这些结果。这一描述-推理研究表明,学生的学习领域、他们是否积极玩游戏以及他们玩游戏的频率都会影响他们如何评价自己的游戏以及如何定义“上瘾”的概念。人文和理科学生的游戏习惯与他们每天花在游戏上的时间相同;商科/经济学专业的学生总体上较少玩游戏。那些认为自己沉迷于游戏的人每周花在游戏上的时间约为15-21小时。游戏时间阈值,过度游戏的积极和消极方面,以及游戏的道德和审美欣赏之间的差异,因为它会影响玩家的生活。
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