VALORANT ONLINE GAMING BAHAVIOR OF STUDENTS IN PATHUM THANI PROVINCE
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Abstract
This research had the following objectives: (1) to study demographic characteristics, attitudes towards VALORANT online gaming, and VALORANT online gaming behaviors of bachelor degree students in a university in Pathum Thani province; (2) to study the difference between the demographic characteristics and the VALORANT online gaming behaviors; and (3) to study the relationship between attitudes towards VALORANT online gaming and VALORANT online gaming behaviors. This research was a quantitative research, using the survey research method to collect data for a specific period of time (Cross-Sectional Study). The employed research samples were 400 undergraduate students in a university in Pathum Thani province, aged 18 years or over, who were still actively studying. The researcher selected the research samples by using the convenience sampling method which was a non-probability sampling method. The employed research tool for data collection was a questionnaire with the overall reliability coefficient of 0.948. Statistics used in the research included the frequency distribution, percentage, mean, standard deviation, F-test (One-way ANOVA), and Pearson’s Product Moment Correlation Coefficient.
The research results are concluded as follows: Most of the research samples are males, studying in faculties under the social sciences group, having monthly income of 15,000- 20,000 Baht, and being domiciled in Bangkok and its vicinity. Their overall attitude toward VALORANT online gaming is at the high level with the rating mean of 3.92. Specifically, their attitude toward the access to applications and distribution channels is at the highest level with rating mean of 4.22, to be followed by the attitude towards the online games which is also at the high level with rating mean of 4.00, the attitude towards advertising and promotions which is at the high level with rating mean of 3.80, and the attitude towards the cost of playing which is also at the high level with rating mean of 3.69, respectively. Most of the research samples play VALORANT online gaming 1 day per week and 1 hour per day. As for results of hypothesis testing, it is found that the students with different demographic characteristics, namely, genders, study faculties, monthly incomes, and domiciles do not significantly differ in their VALORANT online gaming behavior; and there is a significant positive relationship between attitudes towards VALORANT online gaming and VALORANT online gaming behaviors at the 0.05 level of statistical significance.
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