Date of Publication
11-14-2022
Document Type
Bachelor's Thesis
Degree Name
Bachelor of Science in Business Management
Subject Categories
Other Business
College
Ramon V. Del Rosario College of Business
Department/Unit
Decision Sciences and Innovation Dept
Thesis Advisor
Harvey T. Ong
Defense Panel Chair
Patrick Hariramani
Defense Panel Member
Emmanuel Fernando Jimenez
Abstract/Summary
With video games becoming a multi-billion dollar industry, an area of managerial interest would be how the most established game companies generate revenue and retain their customers. In line with this, the study aims to determine the significant moderating effect of player types on the relationship between Monetization Offerings, Challenge, Social Aspect, Player Expenditure, and Player Retention. The review of related literature has shown past linkages between the four main predictors, player types, and player retention. The primary framework referenced in this study is the Octalysis Gamification Framework by Yu-kai Chou and discussed in Hall & Lantz (2017). The findings suggest that the four main predictors independently have a positive linear and significant effect (p0.05) in most cases. The researchers recommend that future researchers utilize other data analysis methods and statistical treatment to deeper analyze the moderating effect of player types. The company’s perspective on the mentioned factors is also viable as this study solely focused on the users’ perception and retention.
Abstract Format
html
Language
English
Format
Electronic
Keywords
Video games industry—Philippines; Video gamers—Philippines—Psychology
Recommended Citation
Kimpo, F. Q., Luna, J. C., Sabban, P. F., & Yap, J. D. (2022). PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and player retention for selected Esports video games. Retrieved from https://animorepository.dlsu.edu.ph/etdb_dsi/55
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Embargo Period
12-12-2022