Authors :
Thanrada Chunthanom; Qian Lei
Volume/Issue :
Volume 9 - 2024, Issue 11 - November
Google Scholar :
https://tinyurl.com/mr7z2znb
Scribd :
https://tinyurl.com/4ptra5r6
DOI :
https://doi.org/10.5281/zenodo.14384733
Abstract :
The objectives of this research: 1) to explore the
personal factors of those who play online games via mobile
phones; 2) to study the psychological factors that affect the
decision to play online games via mobile phones; 3) to study
the decision to play online games via mobile phones. This
research is quantitative research. The population was who use
online game services via mobile phones in Thailand which the
exact number is unknown. A sample of 400 people was used
by specific random sampling. By using questionnaires as a
tool to collect data statistics used in the analysis These are
frequency, percentage, mean and standard deviation. and the
statistics used in the test multiple Linear regression analysis.
The research finding were found that: 1) personal
factors, including gender, age, status, education level,
occupation, and different monthly incomes, affected the
decision to play online games via mobile phones.; 2) who used
online game services via mobile phones gave the most
importance to the lifestyle factor, followed by the attitude
factor and the acceptance of technology factor and 3) the
personal factors and psychological factors were related to the
decision to play online game via mobile phone.
Keywords :
Motivation, Online Game, Via Mobile Phone.
References :
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- Naronnarit Rattanapimol. (2017). Marketing Mix Factors Affecting the Choice of Playing Games via Mobile Devices. (Independent Study for Master of Management). Bangkok: Thammasat University.
- Thanapat Emabut. (2014). Factors Affecting the People's Decision to Play Online Games. (Independent Study for Master of Management). Bangkok: Bangkok University.
- Sasiporn Mueansrichai. (2012). Factors Affecting the Acceptance of ERP Software by Accounting Users.Journal of Accounting Professions, 8(22), 38-51.
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- Solomon, Michael R. (2007). Consumer behavior (7th ed). New Jersey: Prentice – Hall, Inc. Retrieved from http://phatrsa.blogspot.com/2010/01/attitude.html.
The objectives of this research: 1) to explore the
personal factors of those who play online games via mobile
phones; 2) to study the psychological factors that affect the
decision to play online games via mobile phones; 3) to study
the decision to play online games via mobile phones. This
research is quantitative research. The population was who use
online game services via mobile phones in Thailand which the
exact number is unknown. A sample of 400 people was used
by specific random sampling. By using questionnaires as a
tool to collect data statistics used in the analysis These are
frequency, percentage, mean and standard deviation. and the
statistics used in the test multiple Linear regression analysis.
The research finding were found that: 1) personal
factors, including gender, age, status, education level,
occupation, and different monthly incomes, affected the
decision to play online games via mobile phones.; 2) who used
online game services via mobile phones gave the most
importance to the lifestyle factor, followed by the attitude
factor and the acceptance of technology factor and 3) the
personal factors and psychological factors were related to the
decision to play online game via mobile phone.
Keywords :
Motivation, Online Game, Via Mobile Phone.