Punyawee Anunpattana | Japan Advanced Institute of Science and Technology (original) (raw)
Papers by Punyawee Anunpattana
2019 17th International Conference on ICT and Knowledge Engineering (ICT&KE)
This survey design aims to examine knowledge-based systems design for Mutual Fund, which is a mat... more This survey design aims to examine knowledge-based systems design for Mutual Fund, which is a matter of investment concern in Thailand. The conceptual gamification design in this study aims to illustrate the impact of positive feedback during game activities on players' behavior. Gamified activities are designed to provide positive feedback through a knowledge-based system. This positive feedback will persuade players to change their investment concept. This is a working research to apply the gamification workflow which encourages people to live their lives with advanced technology.
Proceedings of the Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia
This paper explores the entertainment environment that focuses on platform transformation based o... more This paper explores the entertainment environment that focuses on platform transformation based on the respond of the user's demand. Improvement factor has been introduced to identify the key concept that was related to the perceived enjoyment. A player model was analyzed based on the perspective of user psychology. Scale-Rating questionnaires were distributed and collected which then analyzed based on the model to determine the improvement factors that largely effects different gaming platforms. The twotailed t-test was also conducted to clarify the significant difference of each platform based on the improvement factors. The result found that the gaming platform can be transformed in the future based on specific improvement factor. While the findings may have limitations, it clarifies the effectiveness of improvement factors towards a better understanding of the entertainment space for both game platforms and contents which potentially drive future development and improvement of in-game community and industry.
Heliyon, 2021
Challenges in education have continuously been addressed by integrating gamification, but a gap r... more 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 behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.
Asia-Pacific Journal of Information Technology and Multimedia, 2018
This paper explores the attractiveness and sophistication of Realm of Valor (ROV) using game refi... more This paper explores the attractiveness and sophistication of Realm of Valor (ROV) using game refinement theory and analyzes its business model by gamification. ROV is one of the most attractive and popular MOBA games in mobile platform. It is free-to-play (F2P) game which is the most popular business model for mobile platform. The result shows that ROV has game refinement value in sophisticated zone that implies entertainment and competitiveness experiences. Moreover, the results are used to make a comparison of platform transformation of MOBA genre which causes from quick time battle characteristics. We also present the result of evolution skin revenue essentially increase over the year due to number of mobile users. Finally, ROV is one of the best examples in monetization while introducing suitable characteristics for the mobile platform such that players can feel entertainment and excitement.
IEEE Access
This work involved human subjects or animals in its research. Approval of all ethical and experim... more This work involved human subjects or animals in its research. Approval of all ethical and experimental procedures and protocols was granted by the Associate Dean and coordinator staff of Thammasat Secondary School, Thailand.
2019 17th International Conference on ICT and Knowledge Engineering (ICT&KE)
This survey design aims to examine knowledge-based systems design for Mutual Fund, which is a mat... more This survey design aims to examine knowledge-based systems design for Mutual Fund, which is a matter of investment concern in Thailand. The conceptual gamification design in this study aims to illustrate the impact of positive feedback during game activities on players' behavior. Gamified activities are designed to provide positive feedback through a knowledge-based system. This positive feedback will persuade players to change their investment concept. This is a working research to apply the gamification workflow which encourages people to live their lives with advanced technology.
Proceedings of the Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia
This paper explores the entertainment environment that focuses on platform transformation based o... more This paper explores the entertainment environment that focuses on platform transformation based on the respond of the user's demand. Improvement factor has been introduced to identify the key concept that was related to the perceived enjoyment. A player model was analyzed based on the perspective of user psychology. Scale-Rating questionnaires were distributed and collected which then analyzed based on the model to determine the improvement factors that largely effects different gaming platforms. The twotailed t-test was also conducted to clarify the significant difference of each platform based on the improvement factors. The result found that the gaming platform can be transformed in the future based on specific improvement factor. While the findings may have limitations, it clarifies the effectiveness of improvement factors towards a better understanding of the entertainment space for both game platforms and contents which potentially drive future development and improvement of in-game community and industry.
Heliyon, 2021
Challenges in education have continuously been addressed by integrating gamification, but a gap r... more 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 behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.
Asia-Pacific Journal of Information Technology and Multimedia, 2018
This paper explores the attractiveness and sophistication of Realm of Valor (ROV) using game refi... more This paper explores the attractiveness and sophistication of Realm of Valor (ROV) using game refinement theory and analyzes its business model by gamification. ROV is one of the most attractive and popular MOBA games in mobile platform. It is free-to-play (F2P) game which is the most popular business model for mobile platform. The result shows that ROV has game refinement value in sophisticated zone that implies entertainment and competitiveness experiences. Moreover, the results are used to make a comparison of platform transformation of MOBA genre which causes from quick time battle characteristics. We also present the result of evolution skin revenue essentially increase over the year due to number of mobile users. Finally, ROV is one of the best examples in monetization while introducing suitable characteristics for the mobile platform such that players can feel entertainment and excitement.
IEEE Access
This work involved human subjects or animals in its research. Approval of all ethical and experim... more This work involved human subjects or animals in its research. Approval of all ethical and experimental procedures and protocols was granted by the Associate Dean and coordinator staff of Thammasat Secondary School, Thailand.