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วารสารการสื่อสารและการจัดการ นิด้า

วารสารการสื่อสารและการจัดการ นิด้า
The objectives of this research were to: study the Perceived Control over Character,
 Psychological Ownership toward Character, Social Identity in the Guild, Motivation to play
 RoV game and E-Loyalty toward the RoV game. This is quantitative survey collecting data by
 questionnaire. The targeted population is both men and women who live in Thailand,
 according to criteria of Purposive Sampling which specify the targeted person who using
 service or playing RoV game, totally are 200 persons. Online questionnaire has random fault
 equal to 0.05.
 The study found that most targeted population is women, aged between
 21 – 30 years old, level of education is Bachelor’s degree, occupation is student, have
 income less than or equal to 10,000 THB per month, marital status is single, have every day
 on the average for logging in RoV game and the peak time which has most players play RoV
 game is 20:01-24:00 pm.
 Due to factors affecting E-loyalty of RoV game found that the opinions of Perceived
 Control over Character and E-Loyalty toward the RoV game was at high level and the
 opinions of E-Loyalty with different gender, level of education, occupations and marital
 status were significantly different. Additionally, the relationship between the Perceived
 Control over Character, Psychological Ownership toward Character, Social Identity in the
 Guild and Motivation to play RoV game was positively significant relationships with E-Loyalty
 toward the RoV game at the statistical significance level of 0.001. However, Psychological
 Ownership toward the Character and Motivation to play RoV game are only correlated and
 the power to predict consumer E-Loyalty.
(2561). ปัจจัยที่มีผลในการสร้างความภักดีอิเล็กทรอนิกส์ต่อเกมอาโอวี. วารสารการสื่อสารและการจัดการ นิด้า, 4(2), 1-16.