Paper—The Digital Game for Curriculum Public Relations (PR) and Learning Using Unity3D The Digital Game for Curriculum Public Relations (PR) and Learning Using Unity3D https://doi.org/10.3991/ijim.v17i14.40225 1 st Supattra Puttinaovarat () , Siwipa Pruitikanee, Jinda Kongcharoen, Aekarat Saeliw, Ponkrint Inthong, Nanthachot Thippayamongkol Prince of Songkla University, Surat Thani, Thailand supattra.p@psu.ac.th Abstract—In the age of digital disruption, universities and educational insti- tutions all over the world provide many bachelor’s, postgraduate, and non-degree curricula. Information is mostly presented in different forms, i.e., public relations (PR) on websites, mobile applications, or social media; including field PR at dif- ferent sites, e.g., department stores and schools. However, the limitations and the problems are that the presented information fails to attract or motivate the per- ception, interest, and participation of the target groups. Also, traditional PR re- quires resources in terms of persons, time, and many expenditures. Thus, this research aimed to present the development of a game to present information for PR of bachelor’s curriculums using Unity3D, which could reduce the limitation of presentation or PR in traditional forms. It could also save the PR budget and could be done anywhere and anytime. Keywords—digital game, Unity3D, public relations (PR), e-learning 1 Introduction Countries worldwide currently adjust their instructional patterns as online and on- site [1-3] to support changing situations in terms of digital disruption and the situation of the COVID-19 outbreak [4-5]. Many curriculums of each educational institution are provided, both degree and non-degree curriculums [6-7], resulting in relatively high competition. The solutions of having a few students that educational institutions use include curriculum PR outside or at high schools, PR through online or social media, e.g., YouTube, Facebook, and TikTok; including content presentation on websites us- ing texts and images. However, PR using these methods still contains some limitations, i.e., lack of participation of target groups, failure of presented content to attract a target audience, a mismatch between PR time and leisure time of target groups, failure of presented details to attract target groups, or the difficulty to make difference. Fortu- nately, current information and communication advancement reveals technologies that can be used in curriculum PR and in instructional management for students. According to the literature review and related research, it was found that technolo- gies are used to develop instructional media for learning and for participatory learning (PL), i.e., augmented reality (AR) [8-10], 3D animation [11], games [12] and active iJIM Vol. 17, No. 14, 2023 81