The purpose of this study is to indicate through their activities that playing online games as their hobby is different from the past. The methodology of this study to explore and deepen the emotions of the interviewee is based on a real story for playing online games. I would like to find out the advantages of playing online gambling games that can be a good travel agent for the work of Generation Y and Z, and about their leaders or previous generations in the workplace that they should try to understand and accept.
Also, I would like to understand their feelings or emotions while playing online games. Their feelings while playing online were very different from other activities or hobbies. They spoke the same way together, looked nice and so funny together during online games played for both men and women.
In my opinion they can use online gaming to work with us the way they play games but how. One day I saw her playing online games through an app on my iPad. I don't know how to play this game after downloading it many months ago. Nowadays, the growth rate of online games in the market is very high.
Moreover, the trend for online gaming around the world is making gamers as important on paper as I have already written about above.
Research Questions and Objectives
Research Scope
Expected Benefits
To respond and support as much as possible the fast growing global games in the global market. Of course, Thailand has increased the number of players as I described earlier, especially in the younger generations.
LITERATURE REVIEW
Generation Y
Furthermore, the characters and behaviors of Gen Y are quite different from Gen X or older generations, so the way they are interesting, their activities are very significantly different from them.
Generation Z
The table below was compiled as an overview of characteristics of Gen Y and Gen Z using the research of Bencsik & Machova (2016). In the table, it consists of teamwork, knowledge sharing, vision, relationship, Purpose, Self-realization, IT, values and other possible characteristics. They don't take time to earn more money than their parent since they were teenagers or work as much as they can to be secure and stable in the financial statement. After that, generation Z is currently more young people in the world, they were born between generation X and Y, in the digital age.
According to the Theory of Planned Behavior, hereafter “The Theory of Planned Behavior (TPB) began as a theory of reasoned action in 1980 to predict an individual's intention to behave at a particular time and place. They are very adaptable and accepting of new technology and changing innovations, they tend to think positively with new things more easily than previous eras because they were the next generations of their parents who were also born in the early year of innovation and technology. In contrast, Generations Y and Z easily change more than previous generations.
Also, my manager always complains about her subordinates playing online games at work. In addition, the subjective norms, perceived behavioral control, intention combine as basically emerged in their habit of learning with their family or people around them as in early digital aging, which is important from many studies. I am very interested in the mechanism that explains how processing explores and leads the player's actions to enjoyment and happiness.
It also contains many features that are very attractive for players to play and pay attention to online games as well. Everything about the online gaming accessories are very attractive and amazing for the players, which make them feel exciting and very passionate about playing online games. Furthermore, their feelings about playing online games since nowadays, games were designed to be played with more than one person.
Also, the high sales growth in the digital industry today has a dramatic market share, not only in Thailand or Asia, but also worldwide. To support this statement, Thailand today has representative gamers participating in the global eSport gaming, as I mentioned in the introduction section. Nevertheless, playing online gaming is not an advantage for gamers, nor more of an advantage for the game developer.
RESEARCH METHODOLOGY
- Research design
- Data Collection and Methodology
- SelectedGamers
- Interviewee's Briefing
- Instruments
- Immerse myself in the cultural gaming
According to my point of view, I would like to know about my perspective's view and their thinking about how they benefit from playing online games?. The most interesting is how playing online games affects for their emotions of other activities?. However, I would also like to know about deep insights more information about their cognitive thinking while playing online games with their community under distinction race and nationality among them as well.
Also, he told me that playing online games in the early years around year 1 was very crazy and to spend more time. He spent about 10-15 hours a day playing online with his friends via online gaming store. He thought that if he worked in ordinary offices, like normal people, he could not play online games.
He understood the history of gaming well as it used to become an online game as it is nowadays. They also applied good relationship and good practices and skills while playing online games among teams in the workplace. Furthermore, by immersing myself in the cultural games with gamers, I have made a lot of information deeply understood and know how to play online games as well in the shortest time, I become a member of them.
Moreover, my feelings while playing online games are happiness and so funny, especially after I finish working. Playing online games helps to get rid of all stressful by focusing more how to become a winner in games as much as we can. But play online games I join them, I have a community and play games like the same type with the same goal that we would also achieve together.
In addition, playing online games is a lot of fun by immersing myself in the cultural game and enjoying myself as I didn't do it before. In contrast, playing online games is more difficult for me, I didn't know how to play it before. Finally, I am appreciated that I tried and immersed myself to participate in playing online games with my interviewees.
FINDINGS ANALYSIS
Interviewee's Story Interviewee A
He owns a business, so online gaming is one of the best ways to get social and connect with people who relate to him. He also said that his motivation to increase his income comes from playing online gaming. He runs his business as if he also wants to become a winner in online gaming.
On the other hand, he said that there were times when online gaming approached a very bad situation. He is a gamer since he started gaming, still playing online games. My feelings during interviews and in-depth fact-finding their feelings about playing online games.
I found that by playing online games, it is almost in response to their self-esteem, to evaluate their self-efficacy to achieve the goal of being the winner of games. While playing online games, their emotions will like to reach goals as expected as planned before games. Furthermore, I would like to determine whether playing online games is about to answer Maslow's theory.
Moreover, from this theory, playing online gaming draws from all parts of social learning theory. Moreover, I discovered that my team has a good attitude to unleash the potential of gaming, thanks to the way I immersed myself in online gaming with them. Such as Facebook, Twitter and Youtube through which he earned some money playing online gaming.
Finally, my hypothesis to play online games in generation Y and Z in a good condition, gains much more benefits and helps to inspire and motivate them a lot. If other generations may not understand about playing online games when making benchmarks among other activities. I would just like to tell about the advantages of playing online games as my study to understand or openly accept this activity to the older generation more than before they knew about playing online games.
CONCLUSIONS AND RECOMMENDATIONS
Conclusion
Limitation of the Research Scoping Study
In addition, if I were to expand my research, I would like to learn more in-depth about what respondents need to embrace their online gaming, help them increase their motivation, engage their work and engage in the workplace. Also link this study to inform line management to try to understand the benefits of playing online games for Generation Y and Z in the workplace that could help them increase their effective productivity, just like the study on taking pictures during a break in Japan that help increase greater labor productivity as a result of studies. Furthermore, the importance of my point of view is that the older generation, such as Generation X and Baby Boomers, should try to understand and accept the younger generations.
Recommendations
I need to learn as much as possible, keep up and understand each other's activity in my workplace, such as playing online games with my generation Y and Z workforce. To understand each other more much more than before and can use these benefits to develop and motivate employees in the workplace as much as they can apply. To gain more advantages of Generations Y and Z as the majority of the workforce nowadays.
If their line managers understand them better and can promote or inspire them in the right way, on good terms, and mutually benefit from it. It is very interesting and has very great potential if we empower them as much as possible.
Learning Theory, Video Games, and Popular Culture: The International Handbook for Children, Media, and Culture: Page 200. Big money on offer for eSports players making the jump to the professional ranks.