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By:
Renzo A. Apolonio
Diosdado P. Avendan III
Nicolas Leigh C. Bartolome
Christian France G. Capulong
Ezekiel James L. Forca
Bea C. Garin
Mark Andrew A. Mañanita
Myleen S. Pagulayan
Jerick E. Peji
CHAPTER 1
THE PHENOMENON
Introduction
This study will focus on the factors that affect the preferences for purchasing
in-game products in the online game industry. Research concerning online gaming has
steadily increased over the last decade, and researchers engagement with this topic is
very little.
on the Internet over the past decade. Furthermore, an online game is played over a
computer network, the most common of which is the internet. Online games range
from simple text-based games to games with complex graphics and virtual worlds
Dumrique and Castillo (2018) conveyed that Playing video games can be a
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interaction, and even mentally escaping from the real world. For most people,
online gaming is one of the best past times that they acquire especially for
Bahamut a popular online game website in Taiwan has various types of online
games which are categorized into role-playing games, action games, shooting games,
sports games, racing games, adventure games, puzzle games, and war-strategy games.
According to industry surveys, role-playing games are the most popular current genre.
Park and Lee (2011) stated in their study that online game has two business
models, first, is the subscription-based business model wherein, players pay a fee to
the game developer to get access to its games for a set duration of time. The free-to-
play business model, on the other hand, enables players to enter the online game
platform for free, but they must pay for various in-game items such as clothing, and
weaponry if they wish to improve the power or aesthetic appeal of their virtual
characters.
The purpose of this research is to find out factors that affect the preferences in
purchasing in-game products in online games as perceived by the players. Study will
anchor on the theory of consumer behavior and pattern the different factor that affects
study are as follows; economic, factors, functional factors, market mix factors, social
The main objective of the study is to determine the factors that affect the
preferences of grade 12 stem students from Polo National High School in purchasing
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in-game products while playing Mobile Legends: Bang Bang. Specifically, the
1. What is the level of percepts on the different factors that affect the preferences of
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Gamer. The result of the study will help in identifying their behavior in purchasing
in-game products.
Online Game Developer. The result would be of great help and guide the online
game companies on how they create more joy brought by game items to trigger the
purchase intention of gamers to improve online games and increase income from
online games. Future Researcher. The result of the study will guide the future
This study is focus on the factors that affects the preference on purchasing in-game
products in online game of Grade Stem 12 students in Polo National High School for the
In this study, the Grade 12 Stem students in Polo National High School who are
The study considered the following factors to predict the preference on purchasing in-
game products in playing Mobile Legends: Bang Bang such as economic factors,
functional factors, market mix factors, social factors, psychological factors, and personal
factors.
Definition of terms
In-game products. These are the virtual products that gamers tend to purchase while
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Mobile Legends: Bang Bang . This specific online game is utilized by the researcher. It
is a free to play online gacha game where in gamer’s can purchase in-game products.
Online game. An online game is a game wherein gamers’ can connect and see each other
CHAPTER II
This chapter presents the relevant and related literature and studies after through and
careful search done by the researcher. This will also present the synthesis of the art,
Related Literature
This part helps to serves as guide of the researcher in locating more sources of the
Yoo (2015) the more gamers understand item values, the more likely they are to
buy them. It also demonstrates that buying game stuff improves game play. revealed on
his study the impact of perceived online-game item values on item purchase intentions, as
well as the relationship between item purchases and game play. The functional, emotional,
social, and financial worth of consumers' multi-dimensional perceived values are utilized
to evaluate hypotheses. According to the study, the more gamers understand item values,
the more likely they are to buy them. It also demonstrates that buying game stuff improves
game play.
Ho and Wu (2012) mentioned that Virtual Items or in-game products are sold in
modern online games to generate revenue and raise player engagement, they also,
anchored their studies on the theory of consumption and the elements that affect intent to
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acquire virtual products in online games are investigated in this study using role-playing
games and war-strategy games. Since the researchers used two types of specific online
games the result is far different from the previous study. This study showed that factors
and theory of consumption values affect the intention on purchasing virtual goods in
online games. Online game developers can use study results to improve online games and
increase income from online games. This study is an empirical investigation of the factors
and theory of consumption values that affect intent to purchase virtual goods in online
games. The study determines the effects of game type, satisfaction with the game,
identification with the character, and theory of consumption values on intent to buy virtual
goods. Role-playing game users are affected by functional quality, playfulness, and
Chou and Kimsuwan (2013) mentioned significant factors that influence gamers in
purchasing the in-game product. Firstly, is the enjoyment value which gives joyfulness for
the gamer that should enhance by the online game company to increase sales. Secondly,
promotional factor contributes great in influencing the gamers to purchase the in-game
products companies should also focus on this matter. Thirdly, is the monetary value, this
factor has significant implication on the gamers intention on buying in-game product, this
are the visual. Character competency value and visual authority value is not significant in
to play the games rather than buy them directly. Meanwhile, the effect of price on
purchasing intent is also insignificant. It appears to imply that when making a purchasing
decision, online gamers are more concerned with perceived value than price. As the
researcher suggestion for the future researcher to include social demands factors as it may
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Similarly, Yu & Huang (2022) explored the intention of users to play games on
users' purchase intentions. The results of the study found that utilitarian value, hedonic
value, and social value are positively correlated with game use intention.
Thematic Presentation
Presentation below displays the relation of the sited theories and factors that affect
Synthesis
There different behavior theories that anchored in this study. Firstly, is the
McClelland's theory of hierarchical needs such as, physiological, safety need, social needs
and self-esteem and self-actualization need. It was mentioned by Guo and Barnes (2011),
that motivation is one of the reasons why people receive what they want. Meanwhile
Broussard and Garrison (2004), define motivation as a trait that can influence someone's
decision to do or not do something and Shukla and Drennan (2019) reflects that beliefs,
perceptions, values, interests, and behaviors has a significant relation on the motivational
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theory. A gamer's motivation in the context of a game is to win or achieve a goal which
and Barnes (2011), Broussard and Garrison (2004) and Shukla and Drennan (2019).
Secondly, Ajzen and Fishbein's theory of reasoned action a behavioral theory rational
decision-making is the chief element of what drives consumers to make purchases. Tryon
(2014) argued that decisions appear to be the product of 'free will', but that is not an
acceptable scientific explanation. Meanwhile, buying behavior theory purchase routine has
a significant effect on the preference for buying in-game products wherein the researcher
itself has noticed a personal experience with regards to purchasing an in-game product.
Moreover, Keynesian Theory states the assumption that consumption is rely on the
how much to consume in a given period are also affected by their wealth, by the
interest rate, and by their expectations of the future. These theories are relevant in
real life situation in purchasing goods which also happened in virtual or in-game
item purchasing.
Yoo (2015) and Chou & Kimsuwan (2013) sited economic factor have great
& Wu (2012), Chou & Kimsuwan (2013), and Yu & Huang (2022) in terms of playfulness
On the other hand, social factors were glanced significant by Ho & Wu (2012) and
Ho & Wu (2012. Also, Chou & Kimsuwan (2013) suggested the future researcher to
include the said factor on the same study. Further, psychological factors were stated by Yu
& Huang as one of the most significant factor in purchasing behavior of in-game items.
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Personal factors were mentioned by Chou & Kimsuwan (2013) by siting the significant
relation of of hedonic value in buying in-game items. Market value has also great effects
on the preference of the gamers in acquiring in-game product by means of monetary value,
Summing those research of related literature and studies and relevant theories
researchers come up with a correlation of the preference for purchasing in-game products
of the respondents to the different factors such as; economic factors, functional factors,
social factors, marketing mix factors, personal factors, and psychological factors
(Chakraborty 2017).
CHAPTER III
STUDY FRAMEWORK
This chapter presents related theories and concepts for the topic that the researchers
Related Theories
This study is anchored in the different theories of consumer behavior such as the
theory of reasoned action, the theory of buyer behavior, and the motivation-need theory
reasons why people receive what they want (Guo &Barnes, 2011). Broussard and Garrison
(2004), on the other hand, define motivation as a trait that can influence someone's
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decision to do or not do something. Shukla and Drennan (2019) examined the interactive
(intrinsic and extrinsic motivations) on players' virtual purchase behavior, they stated that
several aspects of real-world behavior are reflected in virtual purchases He also discovered
and behaviors. A gamer's motivation in the context of a game is to win or achieve a goal.
Moreover, McClelland's theory of needs is one such theory that breaks down what
needs are and how they must be treated to understand this process of motivation. The
behavior, according to this motivational theory, which is helpful to comprehend the factors
The theory of Reasoned Action. Ajzen and Fishbein's theory of reasoned action
relationship. The model assumes that most behaviors of social relevance (including health
behaviors) are under volitional control and that a person's intention to perform a behavior
is both the immediate determinant and the single best predictor of that behavior. The
intention in turn is held to be a function of two basic determinants: attitude towards the
behavior and subjective norm. Consumers are driven by what they believe will create or
action, rational decision-making is the chief element of what drives consumers to make
purchases. Tryon (2014) limiting factor of all cognitive theories, including the Theory of
Reasoned Action, is that they do not provide mechanism information. Decisions appear to
be the product of 'free will', but that is not an acceptable scientific explanation.
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The theory of buyer behavior seeks to identify the elements of that decision
process and note any changes that occur. Buying behavior is, generally speaking, reliably
repetitive and prone to establishing a familiar purchasing routine. It also asks whether
those changes grew out of a commercial and social environment thus, the said theory has a
significant effect on the preference for buying in-game products wherein the researcher
itself has noticed a personal experience with regards to purchasing an in-game product
consume in a given period are also affected by their wealth, by the interest
rate, and by their expectations of the future. Households with higher wealth
are likely to spend more, other things being equal, than households with less
out consumption behavior and explain values influencing the consumer choice
behavior such as, functional value, conditional value, social value, emotional value,
and epistemic value. As a result, the theory can be utilized to determine consumer
behavior, as well as describing and explaining it. Any consumer can benefit from the
theory whether its individual decision making, a systematic decision making and
voluntary decision-making
Conceptual Framework
Figure 1 shows the research model used in this study. The model shows the
different factors that affect the preference on purchasing in-game products, such as
economic factors, functional factors, market mix factors, social factors, psychological
H
Emotional Social
Factors Psychological Factors
Factor
H
Fig. 1. Conceptual Model of the study on the preference for purchasing in-game
products in the online game.
Figure 1 shows the factors affecting preference for purchasing an in-game product.
Chakraborty (2017) elaborates the different factors that affect the decision of the costumer
to buys certain products, factors mentioned are economic factor, functional factor, social
factor, marketing mix factors, emotional factors, and psychological factors. This
framework supports researchers with a valuable lens for assessing how the aforesaid
factors influence Mobile Legends: Bang Bang players' preferences for purchasing in-game
products.
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The hypothesis of the Study
Purchase Preference
and dispose of products and services to meet their needs and wants.
As a result, it's essential to consider that different factors influence consumer behavior.
Chakraborty (2017) mentioned the seven factors that influence why the preference of
consumers, such as economic factor, functional factor, marketing mix factors, personal
Meanwhile, Chakraborty (2017) economic factor stated the most vital and first on
the list because this is the most influential factor before making a purchase. Basic sense,
people cannot buy what they cannot afford. The need for a product is not really a factor
here either, but the most significant factor is cost. The first hypothesis is:
Further, Kim et al., showed that functional quality and price utility are the
supported by logic that what makes sense and also serves the customer's best interests.
This one aspect also has a significant impact on the purchasing choice. The second
hypothesis is:
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H2: Functional factors affects the preference in purchasing in-game products in
Further, reference groups, family, and social status are all social factors. Consumer
indicate a never-ending and fierce inflow through which people learn various consuming
H3: Social factors affect the preference in purchasing in-game products in playing
lead to the intention of gamers on purchasing in-game products. In general, consumers did
not purchase in-game products as long as it is needed. In this study, researchers will test
the four most essential psychological elements that influence consumer purchasing
In this study, researchers would like to find the psychological factor on the
hypothesis is:
games. Kim et al. revealed that playfulness and aesthetics are the emotional theory of
consumption values for virtual goods in online games while Park and Lee [23] mentioned
that enjoyment is a theory of consumption value for virtual goods in online games.
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Playfulness and enjoyment are factors that affect purchasing presence of gamers in buying
an in-game product in online games. The study will examine the effects of emotional
factors in the preferences of gamers in purchasing in-game products. Whereas, the fifth
product, pricing, promotion, and distribution channel, each of which has a direct or
factors, including the product's qualities, the price charged, the product's availability at the
desired location, and much more. The sixth hypothesis of the study is:
H6: Market mix affects the preference in purchasing in-game products in playing
Definition of terms
In-game products. These are the virtual products that gamers tend to purchase while
Mobile Legends: Bang Bang . This specific online game is utilized by the researcher. It
is a free to play online gacha game where in gamer’s can purchase in-game products.
Online game. An online game is a game wherein gamers’ can connect and see each other
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CHAPTER IV
This chapter present the research design, the respondents of the study, research
instruments and data gathering procedures and data processing and statistical reatment
Research Design
The study made use of a quantitative descriptive survey method of research utilizing
an evaluation design. The descriptive research survey method is the type of research
method that is used to get information on the current status of a person or object. It is
demonstrate the factors that affect the preference for purchasing in-game products in
online-game. The design made used the six factors in evaluating the purchasing
behavior in acquiring in-game products. Hence the pre-test survey was conducted and
experts in online games. The questionnaire is made in the google form platform and
the link is to be sent using the message box on Facebook. Respondents were asked to
click on the link. The online survey contained measures for all of the research
constructs in the research model. The survey was posted for one month. Survey scales
were based upon survey scales from prior research studies. All of the survey scales
were multi-item scales. All of the scales were seven-point Likert scales that ranged
In order to attain objectives of the study, the following steps are to be taken
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Development and Validation of Questionnaire checklist
purchasing in-game products such as economic factors, functional factors, social factors,
psychological factors, emotional factors and market mix factors, the researchers utilized
measures of each variable with a five-point Likert scale, such as ‘‘always” (5), ‘‘often”
Bang Bang by answering yes or no. If the answered is ‘yes’ respondents may proceed to
the next section on the questionnaire. However, if the respondents answered “no” the
Questionaires directed the respondents to ask why are they disinterested from Mobile
Tallying and preparations of data upon administration may take for 3 weeks. It is
The date is to be treated through the appropriate statistical tools using Excel data
analysis.
Report Writing
Upon data are treated, a report will be written and it will take two weeks to the
computed. Similarly, mean is use to assess the common preference in purchasing in-game
The study used the purposive sampling technique, a non-probability technique. The
respondents of the study are the Grade 12 stem students of Polo National High School
Table 1. The population of grade 12 Stem Students of Polo Valenzuela National High
Strand Population
STEM – SANTOS 47
Total 47
As shown in the table there were 47 respondents from STEM – Santos (47).
Research Instrument
The questionnaire was developed based on the relevant literature and relevant. The
question items in the instrument were derived from the existing literature and slightly
playing Mobile Legends: Bang Bang. Furthermore, to develop a scale to determine factors
factors, social factors, psychological factor, emotional factors and market mix factor, the
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researchers utilized measures of each variable with a five-point Likert scale, such as
‘‘always” (5), ‘‘often” (4), “sometimes” (3), “rarely” (2), and “never” (1). Table 1 below
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Psychological Factors
Market Mix
Gantt Chart
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References
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