Factors Affecting the Decision to Play Online Game via Mobile Phone


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 :

  1. Chatthayaporn Samojai. (2007). Consumer Behavior. Bangkok: V Print (1991).
  2. Naronnarit Rattanapimol. (2017). Marketing Mix Factors Affecting the Choice of Playing Games via Mobile Devices. (Independent Study for Master of Management). Bangkok: Thammasat University.
  3. Thanapat Emabut. (2014). Factors Affecting the People's Decision to Play Online Games. (Independent Study for Master of Management). Bangkok: Bangkok University.
  4. Sasiporn Mueansrichai. (2012). Factors Affecting the Acceptance of ERP Software by Accounting Users.Journal of Accounting Professions, 8(22), 38-51.
  5. Singha Chaweesuk and Sunanta Wongchaturaphat. (2012). Theory of Acceptance of Information Technology. (Doctor of Philosophy Thesis). Bangkok: King Mongkut's Institute of Lardkrabang.
  6. Ajchara Nopphawinyuwong. (2007). Demographic factors affecting purchasing decision. (Independent study for Master of Business Administration). Khon Kaen: Khon Kaen University.
  7. Ekkalak Thanacharoenphisan. (2011). Awareness and acceptance of the implementation of environmental management system (ISO 14001) in public organizations: A case study of the Office of Natural Resources and Environmental Policy and Planning. (Master's thesis). Bangkok:National Institute of Development Administration.
  8. Assael H. (1995). Consumer behavior and marketing action. (5th ed.) Ohio: South Western.
  9. Barnard, C.I. (1938). The function of executive. Cambridge: Harvard University Press.
  10. Belch, George E. & Michael A. Belch. (2005). Advertising and promotion: An integrated marketing communications perspective (6th ed). Boston: McGraw-Hill.
  11. Good, Carter V. (1959). Dictionary of education. New Yok: McGraw-Hill.
  12. Rogers, E. (1978). Communication of innovations: A cross-cultural approach. New York: Free Press.
  13. 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.

Never miss an update from Papermashup

Get notified about the latest tutorials and downloads.

Subscribe by Email

Get alerts directly into your inbox after each post and stay updated.
Subscribe
OR

Subscribe by RSS

Add our RSS to your feedreader to get regular updates from us.
Subscribe