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The purpose of this study was to apply combined the technology acceptance model and the Theory of planned behavior(C-TAM-TPB) and to study the effect of intention to play online game in Thailand. The results of this study confirm that the perceived usefulness, human-computer interaction, social interaction and attitude toward playing online games could predict Behavioral intention. The insignificance of the link flow experience, perceived enjoyment, subjective norms, and perceived behavioral control to intention indicates the need for further research in the context of online gaming. Notably, this study found that perceived usefulness was a more important factor than attitude toward playing online games in predicting behavioral intention. Perceived enjoyment was a more important factor than perceived ease of use in predicting attitude toward playing online games. |
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