Please use this identifier to cite or link to this item: http://cmuir.cmu.ac.th/jspui/handle/6653943832/78696
Title: วงจรชีวิตของการพัฒนาเกมแบบดอปเพลอร์อินเทอร์แอ็คทีฟสำหรับการพัฒนาเกมแบบไฮเปอร์แคชวลเพื่อระบุความชอบของนักเดินทาง
Other Titles: Doppler interactive game development life cycle for developing a hyper casual fame for identifying a traveler’s preference
Authors: อลงกรณ์ เจริญพฤกษาชาติ
Authors: ปัทมา ลงกานี
อลงกรณ์ เจริญพฤกษาชาติ
Issue Date: Mar-2023
Publisher: เชียงใหม่ : บัณฑิตวิทยาลัย มหาวิทยาลัยเชียงใหม่
Abstract: Lack of user information is a problem in recommendation systems, leading to mismatched user preferences. In tourism industry, traveler preferences are crucial for trip planning. The study's purpose was to investigate using a game to identify traveler preferences in a short time. The research question of this study is: "Can a game be used to identify traveler preferences in a short time?" The specific hypotheses tested in this study were a game can be used to identify traveler preferences. This research began by asking tourism experts to classify tourism and activities in Chiang Mai into six categories: Nightlife & Party, Cultural heritage & Religions, City & Shopping, Nature and Animal, Adventure & Hard sport, and Healthy & Soft sport. Then, a hyper casual game was developed to answer research question called "Traveler Behavior Extraction" (TBE), following the Doppler Interactive GDLC as the development process. There were 3 phases of TBE development in this study. The outcome of each TBE development were TBE-1, TBE-2, and TBE-3 respectively. A sample of Chinese aged 18-34 was recruited to participate and test in each TBE development phase. To test the game, the participants were asked about their level of traveler preferences and demographics on a pre-questionnaire. Then, they were asked to play TBE. After they completed the game, TBE identified their traveler preferences and allowed the participants to score the identified traveler preferences result. After that, participants were asked about playability, enjoyment, and usability question on a post-questionnaire. The study results showed that TBE could identify participant’ traveler preferences with a high level of correctness (94.85% in TBE-3) and in a short time (1.5 minutes). Moreover, participants had a positive experience with TBE, as shown by high playability (78.04%) and enjoyment (74.29%) scores. In conclusion, this study demonstrated the potential of a game as a tool for identifying travel preferences in a short time for further use in the tourism industry.
URI: http://cmuir.cmu.ac.th/jspui/handle/6653943832/78696
Appears in Collections:CAMT: Theses



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