Counter-strike players' network gaming center preference
Date of Publication
2002
Document Type
Bachelor's Thesis
Degree Name
Bachelor of Arts Major in Psychology
Subject Categories
Psychology
College
College of Liberal Arts
Department/Unit
Psychology
Abstract/Summary
A new phenomenon that has been flooding the consumer industry these past years is the rising of network games specifically Counter-Strike. There is a need to study the factors affecting consumer decision-making from the perspective of the marketing application in order to relate to influential factors in Network Gaming Center preference. A descriptive study was pursued to describe what constitutes consumers' decision-making in their patronizing behavior regarding purchase, use and disposal of products and services. Purposive sampling was done to obtain the respondents: 69 Counter-Strike players who were categorized according to frequency and duration of the purchase, use and disposal of Counter-Strike as a network game. The study employed survey questionnaire measuring the factors involving the consumption of Counter-Strike in a Network Gaming Center. The study focused on seven (7) specific influential factors: accessibility, crowd, design, mood, price. PC quality, and temperature. Raw scores were computed and quantitatively analyzed. Results show that Counter-Strike players are mostly externally influenced. The researchers also found out that the seven (7) influential factors could be hierarchically measured - PC quality, price, accessibility, crowd, mood, temperature, and design. Within the seven (7) influential factors and the other significant factors given by the Counter-Strike players, a typical Counter-Strike player was concluded. A new model was constructed to specifically and firmly anchor the results that the researchers have gathered.
Abstract Format
html
Language
English
Format
Accession Number
TU10982
Shelf Location
Archives, The Learning Commons, 12F, Henry Sy Sr. Hall
Physical Description
88 leaves ; Computer printout
Keywords
Counter-strike (Game)
Recommended Citation
De Jesus, M. A., & Rey, K. A. (2002). Counter-strike players' network gaming center preference. Retrieved from https://animorepository.dlsu.edu.ph/etd_bachelors/4174
Embargo Period
2-8-2021