Factors Affecting Attitudes to Purchase Garena ROV products of Customers in Thailand

Authors

  • Wissawa Aunyawong College of Logistics and Supply Chain, SuanSunandha Rajabhat University
  • Sasiwimon Wongwilai College of Logistics and Supply Chain, SuanSunandha Rajabhat University
  • Tanawat Wisedsin College of Logistics and Supply Chain, SuanSunandha Rajabhat University
  • Watanyu Choopak College of Logistics and Supply Chain, SuanSunandha Rajabhat University

Abstract

The research was aimed to study the influence of price utility, functional quality, playfulness, perceived technology security, effort expectancy, trust, performance expectation and perceived risk towards attitude to purchase products of ROV (Arena of Valor), the popular mobile multiplayer-online-battle-arena (MOBA) game, of customers in Thailand from 630 respondents during January-March 2020. The data were analyzed using multiple regression analysis. The results found that the majority of respondents who answer the questionnaire were male aged 11 – 35 years old, with single status. Most of them were private employee / professional contractor, while some were studying. The frequency of buying ROV products was 3-4 times per month. The pre-paid card was used as main purchase channel. The equipment used to purchase ROV products was smartphones. The average amount spent on each purchase was 25 – 2,000 baht. The regression analysis results found that price utility (β = 0.719), playfulness (β = 0.630), and perceived technology security (β = 0.523), explained 85.1% of the positive effect toward attitudes to purchase Garena ROV products of the customers at the statistically significant level of .001. Consequently, an entrepreneur or a marketing manager should plan strategies by focusing on such issues since it will attract the customers to purchase mobile game products.

References

Abrahão, R.D., Moriguchi, S., Andrade, S.N., & Fernando, D. (2016). Intention of adoption of mobile payment: An analysis in the light of the Unified Theory of Acceptance and Use of Technology (UTAUT). RAI Revista de Administração e Inovação, 13(3), 221-230.

Aunyawong, W., Wararatchai, P., & Hotrawaisaya, C. (2018). The mediating role of trust among supply chain partners on supply chain integration, cultural intelligence, logistics flexibility and supply chain performance. Science International Journal, 30(4), 629-633.

CBS Interactive Incorporated. (2020). Retrieved January 7, 2020 from https://www.gamespot.com/

Chopra, K. (2019). Indian shopper motivation to use artificial intelligence: Generating Vroom’s expectancy theory of motivation using grounded theory approach, International Journal of Retail & Distribution Management, 10(8), 251-263.

Cohen, J. (1977). Statistical power analysis for the behavioral sciences. New York: Academic.

Department of Intellectual Property. (2020). Retrieved January 7, 2020 from http://www.ipthailand.go.th.

Google Play. (2020). Retrieved January 7, 2020 from https://play.google.com/store.

Harbeck, E.L., Glendon, A.H., & Hine, J. (2017). Reward versus punishment: Reinforcement sensitivity theory, young novice drivers’ perceived risk, and risky driving. Transportation Research Part F: Traffic Psychology and Behaviour, 47, 13-22.

Khalilzadeh, J.O., Bulent, A., & Anil, B. (2017). Security-related factors in extended UTAUT model for NFC based mobile payment in the restaurant industry. Computers in Human Behavior, 70, 460-474.

Law, M., Kwok, R.C.W., & Ng, M. (2016). An extended online purchase intention model for middle-aged online users. Electronic Commerce Research and Applications, 20, 132-146.

Lee, M.K.O.S., Christy, M., Cheung, N., Lim, K., Sia, K.H., & Ling, C. (2011). Consumer's decision to shop online: The moderating role of positive informational social influence. Information & Management, 48(6), 185-191.

Marketeer, J. (2020). Drive Thailand E-sports to World League by ROV. Retrieved February 11, 2020 from https://marketeeronline.co/archives/109687

Oliveira , T., Alhinho, M., Rita, P. ,& Dhillon , G. (2017). Modeling and testing consumer trust dimensions in e-commerce. Computers in Human Behavior, 71, 153-164.

Oliveira, T., Thomas, T., Baptista, M., & Campos, G.F. (2016). Mobile payment: Understanding the determinants of customer adoption and intention to recommend the technology. Computers in Human Behavior, 61, 404-414.

Prachachat (2020). Thailand E-sports: ROV still attracts sponsors. Retrieved February 9, 2020 from https://www.prachachat.net/ict/news-419356

Sunghan Ryu, Byungho Park, (2018). Do I want to pay to download movies: Factors affecting acceptance of legal movie download services, Journal of Information, Communication and Ethics in Society, 16(1), 45-60.

Wibowo, S., Yang, R., & Ramsaran, R. (2019). Benchmarking the performance of dairy products in Chinese dairy industry, Benchmarking: An International Journal, 26(2), 714-731.

Wijman, T. (2018). Global Games Market Revenues. Retrieved January 11, 2020 from https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/

Zietsman, M.L., Mostert, P., & Svensson, G. (2019). Perceived price and service quality as mediators between price fairness and perceived value in business banking relationships: A micro-enterprise perspective, International Journal of Bank Marketing, 37(1), 2-19.

Downloads

Published

2020-06-18