Wilawan Inchamnan

Wilawan Inchamnan
Dhurakij Pundit University · college of creative design and entertainment technology

About

26
Publications
9,302
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
111
Citations

Publications

Publications (26)
Article
Full-text available
The emergence of disruptive technology in mid-1999 caused the industrial revolution, which leverages the benefits of the industry’s products and elaborates new ideas for service sectors to a new level. The recent virtual technology brings opportunities to higher education along with these digital adaptations. However, there is a need for experiment...
Article
Full-text available
In the world of technology and information, schools must adapt and update their learning approach to interest learners by replacing the customary learning methods. For this reason, many schools are interested in learning through gaming. This research studies the factors affecting the technology acceptance model (TAM) through virtual reality game-ba...
Article
Full-text available
Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related be...
Article
Full-text available
Purpose of the study: This study aims to examine the gamification design process for aging people in Thailand with to encourage memorable experiences and to yield behavioral outcomes. The research reported in this paper addresses the important question about the role of gamification-driven technology how acceptable is it to the elderly user in Thai...
Article
Full-text available
This paper analyses the relationship of creative behavioural experiences by assessing the action-taking place within the game tasks. The research approach applies a behavioural and verbal protocol to analyse the factors that influence the creative processes used by people as they play computer games from the puzzle genre and to examine player exper...
Article
Full-text available
Purpose: This study aims to review the literature of the therapeutic strategies in gamification and a game-based learning for elderly people. During the increasing of the aging city in Thailand, how to prepare and how to live up the society are challenged. Gamification as a Game-based learning is a key issue in terms of conception. The conception o...
Conference Paper
Full-text available
This report reviews a behavior of online game players in Thailand. The context of behavior interacts emphasizes the relationship of player’s skill, duration to play and the money spent. The survey focuses on the players at tertiary level during play League of Legends. This paper aims to map the relationship between players’ skill and their behavior...
Article
This paper gains a better understanding of how gameplay activities facilitate the creative learning process, reviews learning objects as game elements that influence creativity and learning outcomes, and focuses on learning activity in terms of a series of actions, namely goals, action and interaction, and interpretation. The series should be an el...
Conference Paper
Full-text available
This paper describes a design framework intended to conceptually map the influence that game design has on the creative activity people engage in during gameplay. The framework builds on behavioral and verbal analysis of people playing puzzle games. The analysis was designed to better understand the extent to which gameplay activities within differ...
Conference Paper
Full-text available
This paper describes a method for analysing videogames based on game activities. It examines the impact of these activities on the player experience. The research approach applies heuristic checklists that deconstruct games in terms of cognitive processes that players engage in during gameplay (e.g., addressing goals, interpreting feedback). For th...
Conference Paper
Full-text available
This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining...
Article
This paper analyses the relationship between creative behavioral processes that occur in the games and the gameplay experience. The research approach applies a behavioral and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative processes are measured...
Conference Paper
Full-text available
This paper describes a method for measuring the creative potential of computer games. The research approach applies a behavioral and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative potential is measured by examining task motivation and domain-rel...

Network

Cited By