Please use this identifier to cite or link to this item: https://archive.cm.mahidol.ac.th/handle/123456789/5375
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eperson.contributor.advisorRandall Shannon-
dc.contributor.authorSaral Sukcharoenyingyong-
dc.date.accessioned2024-05-04T05:08:19Z-
dc.date.available2024-05-04T05:08:19Z-
dc.date.issued2023-
dc.identifier.otherTH MM.001 2023-
dc.identifier.urihttps://archive.cm.mahidol.ac.th/handle/123456789/5375-
dc.description62 leavesen_US
dc.description.abstractThis study investigates purchase intention in non-fungible token as a digital item in the gaming industry. The study covered three contexts that potentially become successful in the digital economy which are the gaming industry, the digital goods industry, and the NFT market as a part of the blockchain industry. This study aims to understand consumer value toward NFT in-game item as it has the potential to become a new business model in the gaming industry, but this model and topic related are controversial between developers, investors, and consumers. The study also aims to suggest practical solutions to businesses and regulators to improve business playing field. The study applies a quantitative method with the questionnaire on random respondents in Thailand. The questionnaire was developed by Consumer Value Theory. The result imply financial risk tolerance and social influence are key factors to drive purchase intention for NFT in-game item.en_US
dc.language.isoenen_US
dc.publisherMahidol Universityen_US
dc.subjectManagement Researchen_US
dc.subjectNon-fungible tokensen_US
dc.subjectGaming industryen_US
dc.subjectIn-game itemen_US
dc.subjectDigital item Purchase intentionen_US
dc.titleThai Consumers’ purchase intention on Non-Fungible Token as a Digital Goods in Gaming Industryen_US
dc.typeThesisen_US
Appears in Collections:Thesis

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