Abstract:
The purpose of this study is to use the DiXit board game to investigate the communication behavior of undergraduate students at the Central Library, Srinakharinwirot University. According to Harold Lasswell’s concept, communication is a consistent communicative process, which insists of who, what purpose, what channel, to whom, and how effective. The samples include 21 undergraduate students playing “DiXit board game” in the Central Library, Srinakharinwirot University. Data were collected through Participative observation and informal interviews. The result of the study reveals that the behavior of the board game DiXit playing by both the sender and the receiver have the same purpose, which is to communicate clearly and to make the listener understand and follow the idea with language as the carrier of the message. The language of the sender and receiver’s usage depend on their communication skills. If the receiver's response meets the
sender’s expectation, it is considered as successful communication. On the other way, if the receiver’s
response does not meet the sender's expectations, it is considered as unsuccessful communication