กระบวนการเกมและจิตวิทยา: การศึกษาบรรณมิติ
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บทคัดย่อ
แนวคิดของกระบวนการเกมมีบทบาทในการศึกษาและการประยุกต์ใช้ความรู้ทางจิตวิทยามากขึ้นเรื่อย ๆ
วัตถุประสงค์ของงานวิจัยนี้ คือ การใช้การศึกษาบรรณมิติ (Bibliometric method) เพื่อวิเคราะห์ข้อมูลบรรณมิติและ
ทำความเข้าใจองค์ความรู้เกี่ยวกับกระบวนการเกมและจิตวิทยาจากบทความทางวิชาการและบทความวิจัยต่าง ๆ
ที่ตีพิมพ์เผยแพร่อยู่ในฐานข้อมูล Scopus ผู้วิจัยใช้คำค้นหา “Gamification” และ “Psychology” ซึ่งนำไปสู่
บทความจำนวน 200 บทความ การวิเคราะห์สถิติพรรณนาพบว่า บทความที่ได้รับการอ้างอิงมากที่สุด คือ
“Foundations of game-based learning” ของ Plass et al. (2015) ผู้ประพันธ์ที่เผยแพร่บทความมากที่สุด คือ
Landers R. N. และผู้ประพันธ์ที่ได้รับการอ้างอิงมากที่สุด คือ Hamari J. ส่วนการวิเคราะห์เครือข่ายและการ
วิเคราะห์การจัดกลุ่มบทความ รายการอ้างอิง และคำสำคัญต่าง ๆ ทำให้ผู้วิจัยสามารถสังเคราะห์ธีม 4 ธีม (ซึ่งได้แก่
กระบวนการเกมและจิตวิทยาทางบวก กระบวนการเกมและจิตวิทยาสุขภาพ กระบวนการเกมและทฤษฎีการกำหนด
ตนเอง และกระบวนการเกมสำหรับการวัดและการประเมินทางจิตวิทยา) ที่สะท้อนโครงสร้างองค์ความรู้ที่เกิดขึ้นจาก
บทความทางวิชาการและบทความวิจัยเกี่ยวกับกระบวนการเกมและจิตวิทยา
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ผู้ส่งบทความ (และคณะผู้วิจัยทุกคน) ตระหนักและปฎิบัติตามจริยธรรมการวิจัยอย่างเคร่งครัด ทั้งนี้บทความ เนื้อหา ข้อมูล ข้อความ ภาพ ตาราง แผนภาพ แผนผัง หรือข้อคิดเห็นใดๆ ที่ปรากฎในบทความ เป็นความคิดเห็นและความรับผิดชอบของผู้ส่งบทความ กองบรรณาธิการไม่จำเป็นต้องเห็นตามเสมอไป และไม่มีส่วนรับผิดชอบใดๆ โดยถือเป็นความรับผิดของของเจ้าของบทความเพียงผู้เดียว
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