Professional Documents
Culture Documents
Chapter 1 Perspective
Chapter 1 Perspective
In Partial Fulfillment
Practical Research II
2018
ACKNOWLEDGEMENT
First and foremost, I would like to thank God for giving me knowledge and
strength to do this study. I also would like to thank my parents and my brother, not only
for their support since the beginning of this research but also for helping me thrive and
aim always higher every step of the way. A big thanks to Sir Herbert P. Vargas for the
support and consultation whenever I needed it. I would also like to thank my friends for
their encouragement and motivation along this long path. Finally, I express my gratitude
and enthusiasm.
ABSTRACT
companies are struggling to get recognized by their target customers. More recognition
means more revenue in this industry. Thousands of online games are now available in the
market with almost the same genre. Perspective of grade 12 students, who are familiar
with the industry, will help the companies predict the buying behavior of their target
customers. Knowing the behavior of customers is one of the factors that companies
Tackling the monetary value, perspective about online game products have been
studied separately based on the type of products. With the potential to create revenue,
many types of revenue model are currently used in this industry. By focusing only five
reasons on buying the product, perceived satisfaction on buying the product, perceived
information security on buying the product, and perceived ease of buying the product;
this study aims to identify the perspective of grade 12 students about buying online game
products and create a connection of their perspective with their online buying behavior.
TABLE OF CONTENTS
Chapter 1
The online gaming industry has been drastically increasing in today’s digital age.
The industry just keeps on growing and growing. Based on Statista, revenue in the
Philippines from online games segment amounts to US $52 million in 2018. It became a
new source of income for entrepreneurs due to its high revenue rate. In this industry, a lot
of gaming company are focused on the youth as their target audience. According to
Statista, the estimated number of users of online games in the Philippines is 11.42 million
which 23.31% of them are between 18 and 24 years old. Meaning grade 12 students are
nature to create products that will potentially produce more income to the enterprise. EA
Inc. for example is famous for its excessive and unfair microtransactions. But online
game products are not limited to microtransactions. It also includes online game
merchandise, online game sponsored accessories, online game accounts, online game Elo
rating boosting services, virtual equipment etc. Grade 12 students’ perspective about
buying online game products would be much appreciated by online gaming companies to
improve their services by appealing to their customers perspective in terms of: usefulness
on buying the product, reasons on buying the product, customer’s satisfaction on buying
the product, information security on buying the product, and the ease on buying the
product.
use, and attitude towards online shopping usefulness towards online airlines ticket
purchase is related to the topic of this paper. The study is mainly all about evaluating the
consumer attitudes towards the usability of online shopping taking into consideration
their perceived ease of use and usefulness towards online shopping and trust. They
choose airline ticketing as an example to explore the objective. Fortunately, the perceived
usefulness, perceived ease of use, and trust – all three influence attitudes towards online
airlines ticketing usability, positively. Although their research did not emphasize buying
online game products, they share some business elements. This research paper will use
their research data as a related literature in finding the perspective of the respondents.
transactions which establish trust between both parties – the more transactions performed
between the parties involved, the higher the level of trust will be (Orzil & Andalécio,
2013). On the other hand, a sense of opportunism in a transaction can negatively impact
trust. This infers that trust between both parties, resulting from the feeling of a secured
the higher the perceived value of items by gamers, the higher the probability of them
purchasing items. Emotional, social and functional monetary values were found to
on the other hand, did not and it even had the opposite effect of detracting from
influenced by other elements such as social visibility, cultural factors and personality (Yu
& Bastin, 2010). Other reasons to buy online game products include locked content
wherein the user has access to the game for free up until a certain point until the user will
then need to pay to unlock more gameplay content. Usually all features remain the same
and the user can still access all previous content, he merely pays for more story
progression or extra levels (Newlands, 2015; Munir, 2014). Lastly, the decorative or
cosmetics attributes of a product are also part of the reasons in buying the product. Thus,
reasons in buying an online game product is important in finding the perspective of the
respondents.
If costumers are satisfied with the product and its perceived quality, they will
develop higher loyalty towards the brand and consequently a positive brand image
(Halim et al, 2014). Satisfied customers give a free pass to the following two barriers.
The barriers are the lack of direct contact between the customer and enterprise and the
Customer’s satisfaction makes the barrier of lacking direct contact with the seller
ineffective to a large extend. Additionally, when consumers are purchasing virtual goods
likely know exactly what they will purchase with the transaction and thus are well
software, meaning consumers are already familiarized with the product and need to have
used it before already. As such, the second barrier, which is the inability of seeing,
touching or testing a product does not necessarily apply, more so because the goods are
not physical and cannot be touched and every user can easily see what they look like and
what they will offer or grant before buying. This literature will serve as proof that
Users’ perceptions of importance and continued usage were found to vary across
demographic groups based on gender, age, education and income (budget). Younger, less
educated and lower-income users are expected to decrease their time on Facebook next
year compared with older, more educated and higher-budgeted users. Thus, the data
gathering of this research will include demographic profile, as this factor is significant in
a perspective study. Facebook and online products may be different in their purpose but
they are considerably very close to each other as facebook also is an online game
platform.
students about buying online game products. The researcher came up with this problem
as he observed that numerous students are familiar with online games. Being familiarized
with online game products, the students must have a perspective about buying it. The
classified variables that are used in this study are the following: perceived usefulness on
buying the product, perceived reasons on buying the product, perceived satisfaction on
buying the product, perceived information security on buying the product, and perceived
Research Questions
What is the perspective of Grade 12 students about buying online game products?
Specific Questions:
2. How do the Grade 12 students see the concept of buying online game products in
Research Hypothesis/Assumption
What is the perspective of Grade 12 students about buying online game products?
H0: The Grade 12 students have a negative perspective about buying online game
products.
H1: The Grade 12 students have a positive perspective about buying online game
products.
The perspective of grade 12 students about buying online game products consists
of the following six variables below. These six variables below are significant in
determining people’s perspective about buying in general. The research paradigm below
shows the whole concept of the study consisting of the title and variables of study
Demographic
Profile
Perceived
Perceived information
ease of buying security on
a product buying the
product
Perspective of Grade
12 Student about
buying online game
products
Perceived Perceived
usefulness of satisfaction on
buying a buying a
product product
Perceived
reasons on
buying a
product
Figure 1: Research Paradigm
buying online game product. Only one grade level was surveyed to collect the data of this
study. The population sample was also limited by using the Slovin’s formula. Lastly, the
variables of perspective is limited to only five which are: usefulness on buying the
product, reasons on buying the product, customer’s satisfaction on buying the product,
information security on buying the product, and the ease of buying the product.
Research Locale
The research is completely done on one area of interest which is the school
Almost all grade 12 students encounter or familiar with online gaming products.
Encounters always leaves a first impression in our minds therefore everyone who are
familiar with it must have a perspective about these products. Their perspective about
these products should help different enterprise/people. Considering that, this study should
Gaming Companies. This study will be significant to gaming companies to make profit
by appealing to their customer target, which are mostly students. Appeal to them by
considering their perspective about the products you are selling and use this information
Online Game Products Buyers. This study will prove useful to online game products
buyers by providing solid information to what perspective should these be buyers focused
to. Depending on the situation, it’s either be usefulness on buying the product, reasons on
buying the product, customer’s satisfaction on buying the product, information security
Future researchers. This study can serve as guide to the future researchers if by chance
their research contains the same concept of study. This can be served as a related
The “Online game merchandise” are products that can be described as a real materialized
The “Online game sponsored accessories” are products that are sponsored by online
The “Online game accounts” are products of other players which are sold to the online
market exclusively because of the unique content this specific account contains.
The “Online game Elo rating boosting services” are services of other online gaming
companies that helps players of MOBA games to increase their ELO rating.
The “Virtual equipment” are products within a game that is designed to help a player by
The “Information Security” is a field of security involving the information of online users
The “Virtual Goods” are products which are found within a virtual environment
The “Value” is the opinion of a person’s own point of view on a product based on the
psychological characteristics.
The “Functional monetary value” are a combination of functional and monetary values
The “Emotional value” also termed as psychological value, are the extent of owning a
The “Social Value” are the extent of owning a product or engaging in a service that
The “Functional Value” is the type of value wherein the true purpose of the product is
The “Monetary Value” is the type of value where the function of the price paid is relative
The “Decorative or cosmetics attributes” are the attributes of a product that provides a
The”Reasons of buying” are pushing factors to consumers that drive them to buy any product
The “Ease of buying” is a condition wherein buying is measured based on the effort exerted