Usage Behavior Online Game Application of People in Bangkok and Metropolitan
Abstract
The purposes of this research were to compare levels of technology acceptance using
applications PlayStation Store and X Box live ; and to determine factors affecting behavior of
using applications PlayStation Store and X Box live. Conceptual framework was based on
Technology Acceptance Model (TAM) and network externality concept.
Stratified random sampling technique was applied to select 335 application users to
answer self-reported questionnaire. Data were analyzed by bivariate analysis and Linear
Regression model analysis.
Research findings revealed that levels of technology acceptance of using application
PlayStation Store were significantly higher those of application X Box live; and factors that
significantly affected behavior of using applications PlayStation Store and X Box live consisted
of Perceived Number of Cross platforms, Perceived Complement, Perceived Usefulness,
Perceived Security, Attitude toward Technology, Descriptive Norm, Injunctive Norm, Subjective
Norm, Behavior Intention and Usage Behavior