Confirmation Factor Analysis of Decision Making to Purchase Online Games on Steam Platform of Consumers in Bangkok
Main Article Content
Abstract
To make platform steam dominate the online game market and become popular among gamers. There must be a strategic plan in online marketing, game system technology and player psychology appropriately. This research aimed to analyze on confirmation factors of decision making to purchase online games on Steam Platform of consumers in Bangkok, and to assess the model's consistency with the empirical data. Using a specified selection, 400 consumers in the Bangkok area were sampled for data. Data collection tools for questionnaires including basic statistics such as frequency, percentage, mean, and standard deviation were used to analyzed the data. The findings revealed that the second corroborative element model study of online game purchase decisions on the Steam platform. All three components matched empirical data, which 2 = 18.072; df = 17; 2/df = 1.063; p-Value = 0.384. With a satisfactory level of conformity, GFI was 0.992, AGFI was 0.968, CFI was 1.000, NFI was 0.993, RMR was 0.010, RMSEA was 0.013, and TLI was 0.999, and AVE was 0.750, CR was 0.899, which was accurate. Internal and high confidence values are provided by the motivation component. Adoption of technology and online marketing mix A forecast coefficient (R2) explains the decision to buy online games on Platform Steam, with 86 percent, 77 percent, and 63 percent, respectively. To ensure the stability of the online gaming industry, operators and related agencies should focus on development and promotion. The research should provide the incentive component. The combination of technology and online marketing mix is getting increasingly prevalent.
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