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dc.contributor.authorPongsakorn Randhawaen_US
dc.date.accessioned2023-01-17T02:41:18Z
dc.date.available2023-01-17T02:41:18Z
dc.date.issued2019
dc.identifier.urihttp://repository.rmutr.ac.th/123456789/1552
dc.identifier.urihttp://localhost:8080/xmlui/handle/123456789/1552
dc.description.abstractThe 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 Behavioren_US
dc.language.isoTHen_US
dc.publisherRajamangala University Of Technology Rattanakosinen_US
dc.subjectTechnologyen_US
dc.subjectapplicationsen_US
dc.subjectOnline gamesen_US
dc.titleUsage Behavior Online Game Application of People in Bangkok and Metropolitanen_US
dc.title.alternativeพฤติกรรมการใช้แอปพลิเคชันเกมออนไลน์ของพลเมืองในเขตกรุงเทพมหานครและปริมณฑลen_US
dc.typeIndependent Studyen_US


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