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Applying combined technology acceptance model and the theory of planned behavior to study effect of intention to play casual online game

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dc.contributor.author Sarunya Lerdputtarak
dc.contributor.author Teetut Tresirichod
dc.contributor.other Graduate School of Commerce
dc.date.accessioned 2019-03-25T09:23:20Z
dc.date.available 2019-03-25T09:23:20Z
dc.date.issued 2015
dc.identifier.uri http://dspace.lib.buu.ac.th/xmlui/handle/1234567890/3327
dc.description.abstract In year 2012, National Statistical Office reported that Thai people age between 15-24 years old has highest usage rate of internet while 65.4% of them spend time online for playing games. For marketers, it is important to understand how to design a successful game online that can satisfy the target users and retain those users. Therefore this study aims to study factors that motivate gamers to play casual game online. The results this study can make game online marketers to deeper understand their customers and can create suitable motivated marketing strategies for their markets. The results of this study confirm the perceived usefulness, flow experience, perceived enjoyment, human-computer interaction, subjective norm and attitude toward playing online games have significant relationship with behavioral intention at 0.05 level. en
dc.language.iso eng th_TH
dc.subject Internet games th_TH
dc.subject Technology th_TH
dc.subject Technology acceptance th_TH
dc.title Applying combined technology acceptance model and the theory of planned behavior to study effect of intention to play casual online game en
dc.type บทความวารสาร th_TH
dc.issue 1
dc.volume 17
dc.year 2015
dc.journal Journal of global business review
dc.page 1-10.


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