วันศุกร์ที่ 10 กุมภาพันธ์ พ.ศ. 2566

Games are a fun way to engage audiences

 

Games are a fun way to engage audiences

Many view games in a negative way. They focus on the addictive nature of games, and the aspect of fun and entertainment that do not offer any content. Yet, if one reconsiders those views, one can see that they are a reflection of the power that games have in attracting and engaging players. If used positively, games can certainly be a powerful tool for communication. 

According to Watsayut “Games aren’t all about fun. The fun derived from games can “capture the heart and emotion” of the message receivers more effectively. Games are effective because they appeal to our emotions.” 

Oftentimes, the target in our communication isn’t only about getting a message across. For example, in public health matters, even when the data is simplified by using such media as infographics one cannot grasp the message well enough to lead to behavioral changes whereas games can achieve that! 

“Games provide a multi-way communication whether it is us and the game or us and other players. What happens is that we do not only gain data or information but feelings and emotions that become an essential motivation towards a behavior change.


The powerful use of games to communicate effectively with the new generation

Referring to one research work, Ajarn Tippayaporn relates that today’s youth can concentrate on something only for a few seconds. “If the media fails to attract right from the start it gets lost on the target audience. Therefore, the producer needs to find a way to captivate their attention by making the content interesting enough that the audience does not shift its attention to something else.”  university thailand

Games can “hook” and “capture” the audience

“In these games, the player is pulled into a created realm becoming one of its characters, altering the story, or perhaps even creating a subplot for themselves. Games are a good way to create this connection by involving the player so that they spend more time with the media in question. This is why they have become such a powerful tool in today’s world, especially those of us who have grown up with technology, who enjoy being challenged and thrilled.” 

Cross–disciplinary learning with “Let’s play game design”

The Department of Mass Media is now offering new courses that focus on Audio-Visual Media and Audio Media. Students were assigned to design prototype media using any platform they liked and were able to come up with a wide range of ideas. The course instructor was therefore inspired to enable her students to realize their dreams by actually producing the products they designed. The problem, however, was that they had the ideas and diverse narrative techniques but lacked the technological skills required in the production process.



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