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

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dc.contributor.author Sarunya Lertputtarak
dc.contributor.author Krit Jarinto
dc.contributor.author Teetut Tresirichod
dc.contributor.other Graduate School of Commerce
dc.date.accessioned 2019-03-25T09:23:19Z
dc.date.available 2019-03-25T09:23:19Z
dc.date.issued 2013
dc.identifier.uri http://dspace.lib.buu.ac.th/xmlui/handle/1234567890/3313
dc.description.abstract 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. en
dc.language.iso eng th_TH
dc.subject Internet games th_TH
dc.subject Technology acceptance th_TH
dc.subject Technology th_TH
dc.title Applying combined technology acceptance model and the theory of planned behavior to study effect of intention to play online game en
dc.type บทความวารสาร th_TH
dc.issue 1
dc.volume 15
dc.year 2013
dc.journal Journal of global business review
dc.page 41-53.


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