การวิเคราะห์ปัจจัยการบริโภคสินค้าเสมือนจริงในเกมออนไลน์ประเภท Massively Multiplayer Online Role-playing Game. (MMORPG)

The research of Factor Analysis of virtual products Consumption in Massively Multiplayer Online Role-playing Game. (MMORPG) has three main objectives, which are 1) to study factor ofvirtual products Consumption in Massively Multiplayer Online Role-playing Game.(MMORPG) 2) to study relationship betwe...

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Bibliographic Details
Main Author: อัคริมา นันทนาสิทธิ์
Other Authors: ศิวรักษ์ ศิวารมย์
Format: Independent Study
Language:Thai
Published: เชียงใหม่ : บัณฑิตวิทยาลัย มหาวิทยาลัยเชียงใหม่ 2018
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Online Access:http://cmuir.cmu.ac.th/jspui/handle/6653943832/48722
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Institution: Chiang Mai University
Language: Thai
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Summary:The research of Factor Analysis of virtual products Consumption in Massively Multiplayer Online Role-playing Game. (MMORPG) has three main objectives, which are 1) to study factor ofvirtual products Consumption in Massively Multiplayer Online Role-playing Game.(MMORPG) 2) to study relationship between consumer and online community. Exploring the target group, who have been play online gaming and buy virtual goods with real money by data collected on target group 50 peoples and interview 10 peoples. Which, the result of the study showed that The consumption of virtual goods in online games ,target group emphasize on culture or cyberspace that the online entertainment is not strange at all, also the new technology experience make more entertainment. Some people nearly live in online world, that make appearance in there is important. People interested in their own image in it, so they can spend the money to represent themselves for good looking in online world. Theyhave costumes to stand out as the real world. The game itself is important to motivating from well-designed, How to play and the environment that caused the event of compete. There must be something special to make a difference,include fun of the game that encourages players, come in many different forms of entertainment and more. The relationship between the consumers in game as well, society make people meet the other, such as, online community is talking about the abilityof equipment, also used to flaunt them. Make the online people have the taste and purchase.