Professional Documents
Culture Documents
Chapter 1
Introduction
In the Philippines, MOBA is among the most popular genres in the gaming market
and continues to gain a massive number of players through its mostly free-to- play
business models and growing availability across desktop, console, and mobile devices
platforms. Multiplayer Online Battle Arena (MOBA) is a sub-genre of Real Time Strategy
(RTS) games wherein two teams fight against each other to win the game. Each player
controls a single character with a set of distinctive abilities that improve over the course of
a game and which contribute to the team's overall strategy. The typical ultimate objective
is for each team to destroy their opponents' main structure, located at the opposite corner
of the battlefield. In some MOBA games, the objective can be defeating every player on
the enemy team. The difference is that RTS typically involves Macro management, that
MOBA games are really social as they allow you to play with your friends and work
together to defeat a common enemy. They also facilitate the growth of online communities,
bringing people from across the world together and allowing them to bond over a shared
love of gamin. The social aspect of MOBAs is a huge reason as well. MOBAs are a blast
with the right group of people, and the team of players allows for a group that isn’t too
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 2
crowded or isolated. Additionally, if you can wade through the toxicity commonly
associated with MOBAs, you’ll find a lot of players who want to connect with new players
and new experiences. MOBAs have also drawn considerable appeal for their accessibility.
Many MOBAs are free-to-play, and don’t require thoroughly advanced computer specs to
run, making it open and accessible to just about anyone. The fact that anyone reading
about a MOBA could realistically download it and try it out immediately rather than having
to shell out $60 for the experience has been a huge boon to the genre’s popularity. Due
to the popularity of MOBA games, it gave birth to video game streaming. It is an efficient
way to connect with people, whether they are gamers or not, pros or amateurs. Streamers
(people who do game streaming) often use different streaming platforms to showcase their
gaming skills and to earn desirable amount of money. Streaming nowadays is made
possible with the use of technology. Twitch, YouTube Gaming, and Facebook Gaming are
Even though MOBA has been experiencing rapid growth for more than a decade,
there are only few studies regarding this genre, as most of game studies were focused on
other genres such as Role-Playing Games (RPG). We see this as a great opportunity for
a conducting a conducive study in this field with the intention of revealing current trends
and critical insights regarding the underlying aspects of MOBA games that attract gamers
and how these aspects are significantly influenced by game streamers. Since user-
be more persuasive than generic social media advertisements. For this reason, Aristotle's
streaming platforms, streamers can reach out vast numbers of live and recorded viewers
Though the data regarding the total population of MOBA gamers in San Pedro
Laguna may not be available, we could assume that there are vast numbers of MOBA
gamers in this city. Take Mobile Legends: Bang Bang for example which has
approximately 25 million active monthly users in the Philippines based on Statista (2021).
MOBA gamers have a wide variety of reasons as to why they play games including past
time, stress reliever, escapism, entertainment, bonding with friends and so on. Previous
researches generally involved students as their target respondents who have less
capability to purchase in-game items. Consequently, the researchers have decided to use
not just students but also secondary and tertiary graduate students as the object of their
study. Graduate students generally have their own source of income making them a more
lucrative market than students, since they have greater purchasing power and are more
This research aims to expand knowledge in the field of influencer marketing and
game studies through gauging the MOBA Streamers' Rhetorical Marketing Strategies in
and analyzing the magnitude of impact of Aristotle's Rhetorical Appeals towards MOBA
gamers whose residence are within the premises of San Pedro, Laguna.
Theoretical Framework
The pillar of this study is firmly based on the theory of Aristotle's Rhetorical
Appeals: the art of persuasive communication that aims to improve the capability of writers
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 4
(Cam, 2019). Other theory suggests that Rhetorical Appeals is the artful use of speech
usually including various verbal techniques used to clarify or add strength and impact on
Rhetorical Appeals is a flexible theory and can be applied in marketing all sorts of
products and services across all industries. However, the central concern of this theory
has always been about in what manner is the most effective way to express a thought in
a given situation, and how to alter its expression to suit audience in different industries.
As the market of virtual in-game products continues to rise, this opens a pathway for game
appeals, filling the gaps in previous researches, as well as expanding knowledge that has
yet to exist in areas of influencer marketing in relation to MOBA game streaming through
Conceptual Framework
input and dependent variables as the output of the study. The input is the gamers'
demographic profile that consists of age, sex, income, and gamer type which subsequently
underwent through data processing that involved online survey questionnaire as well as
data analysis and interpretation. The output was the perception of gamers regarding
ethos, pathos, and logos. Ethos is an appeal to belief and attitudes of the audience through
hopes, and despair. Logos is an appeal to intellect by proving an argument through logical
segregated each of these theories under the three variables of Rhetorical Triangle. User-
generated content refers to game streams of streamers narrow casted over social media
platforms. Social Influence is the myriad ways that people impact one another, including
changes in attitudes, beliefs, feelings, and behavior that result from the comments,
actions, or even the mere presence of others. Entertainment pertains to how streamers
and gamers, both pro and amateurs gain sense of enjoyment and satisfaction through
playing MOBA games. Sex Appeal is the physical charm or attractiveness that makes a
person sexually aroused. Achievement reflects the competence of the player which can
be seen through completion of tasks, collection of rare, exclusive, and limited edition items
among others. Lastly, expertise is the highest level of performance on a specific task and
MOBA streamers in promotion of virtual in-game products. Specifically, this study aims to
1.1 Age;
1.2 Sex;
1.3 Income;
Appeals?
2.1 Ethos;
2.3 Logos.
Rhetorical Appeals to MOBA gamers when group according to their gamer profile?
Hypothesis
This section includes descriptions of the specific objectives aligned with SOP and
fills the research gaps regarding "MOBA" which is under-explored by previous researches
1. Identify the gamer profile of MOBA gamers within San Pedro, Laguna.
virtual in-game products to MOBA gamers in terms of ethos, pathos, and logos.
streamers Rhetorical Appeals to MOBA gamers when group according to their gamer
profile.
rhetorical promotion of MOBA streamers to casual and hard-core gamers living within San
of age, with a higher capacity to purchase in-game items compared to students only.
Researchers included the growing population of female gamers in the gaming industry.
Any development with regards to the following topics shall not be included: newly launched
or unpopular MOBA games; pay-to-play games in which require gamers to buy the game
This study is intended to explore the game player's experience and preferences
for MOBA mobile games; and by the evaluation grid method, the characteristics of the
attractiveness factors of MOBA mobile game are summarized, which provides reference
This research is made to provide crucial information and knowledge regarding the
chosen topic from the respondents and related recent studies or theses needed for the
This study serves as a bridge connecting Game Corporations and the Marketing
perception and behavior towards virtual in-game items and MOBA streamers.
This research will also be an instrument that will guide and navigate future
Definition of Terms
The terms listed hereafter were discretely modified by the researchers to suit with
improve the capability of writers and speakers to inform, persuade, or motivate particular
including audience’s hopes and dreams, playing on their fears or worries, or appealing to
Logos is a rational appeal, and persuasion is done using “the proof, or apparent proof,
media platforms.
Social Influence is the myriad ways that people impact one another, including changes
in attitudes, beliefs, feelings, and behavior, which result from the comments, actions, or
Entertainment pertains to how streamers and gamers, both pro and amateurs gain sense
Sex Appeal is the physical charm or attractiveness that makes a person sexually aroused.
Achievement reflects to the competence of the player which can be seen through the
completion of tasks, collection of rare, exclusive, and limited-edition items among others.
Expertise as the highest level of performance on a specific task or within a specific domain
MOBA which stands for Multiplayer Online Battle Arena is a strategy game wherein two
teams with usually five members fight against each other to win the match.
MOBA streamers are those who narrow cast both their live and recorded streams through
MOBA gamers are those who play MOBA games and are watching MOBA streams.
Casual gamers have been defined as playing MOBA games less than 26 hours per week
on average.
Hardcore gamers are those who spend an average of more than 26 hours playing MOBA
Virtual in-game items are goods found inside the game which is divided into two
Functional items modify game play as it allows gamers to progress faster in a game
Decorative items don’t have any effect on game play and are purely aesthetic.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 12
Chapter 2
Gamer Type
Both games and gamers can vary between either casual or hardcore. This is
differentiated by measuring gaming knowledge and attitudes, playing habits, and time
spent by gamers. First, let us differentiate games. Studies asserted that casual games are
easy to learn, easy to access, and require minimum skill levels and minimum time
commitment. Games such as word puzzle games can be considered casual games, as it
doesn't require lots of effort to understand the gaming mechanics. Whereas, hardcore
games require a much greater time commitment, higher skill level, and are much more
immersive. The focused of this research, that is, MOBA games such as DOTA, LOL, and
This time, let us differentiate gamers in accordance with the previous research
done by Foster (2016) wherein he stated that casual gamers play MOBA games less than
26 hours per week on average. On the other hand, hardcore gamers are those who spend
an average of more than 26 hours a week playing MOBA games. They are described as
those with high levels of knowledge about the video game industry and a desire to acquire
game-related information. Hardcore gamers often spend many consecutive hours playing
games, sometimes the same game. Several studies also believed that hardcore gamers
experiences are valuable; researchers have found that different types of gamers prefer
different genres of games. After studying casual and hardcore gamers’ genre, these
previous researchers believe that hardcore gamers tend to play violent games with a
formidable main character, and are least likely to play puzzle games with a non-
intimidating main character. Furthermore, Loporcaro et al. also identified hardcore players
as playing MOBA games such as League of Legends from Riot Games, and online games
Several researches have yielded a result that holds managerial implications for
marketing to the different types of gamers in the video game industry. Thus, MOBA games
should be marketed to gamers based on their gaming habits, attitudes, and experience
The sale of virtual items has become a major part of revenue for the industry of
utilize within their decision to buy virtual items. Within the MOBA game genre, virtual items
possess no functional value, on the contrary decorative and social motivators can be
With the proposal of our study, we aim for a better understanding of preconditions of online
research model consisting of personal and social influences explaining different strategies
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 14
(Kordyaka, 2017).
These are intangible products existing inside MOBA games that have two distinct
types: functional items and decorative items. Functional items allow gamers to progress
faster in a game. Whereas, decorative items are only enhanced visual and audio effects
of a game character, weapon, and so on. It’ necessary to remember that these two types
of in-game items is not mutually exclusive; rather, they can simultaneously exist in a single
item. Gamers acquire these virtual in-game items in two ways: purchasing directly using
cash; or purchasing using virtual currency. As for the acquisition of virtual currency, it can
be done through either consistent game play, or purchasing via real cash or credit card.
Previous studies have found that high spenders tend to purchase both functional items
decorative items, whereas low spenders tend to purchase mostly functional items only,
(Cho, 2015).
challenges and difficulties. As for decorative items, although they don't have any functional
attribute at all, casual gamers still purchase these in- game items to express themselves
Rhetorical Appeals
Rhetorical triangle is the artful use of speech usually including various verbal
techniques used to clarify or add strength and impact on the message conveyed that is
design to persuade and impress people, (Cam, 2019). Although rhetorical appeals are
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 15
prevalent in various marketing researches, there are relatively few rhetorical studies in
relation with MOBA streaming. Relationships between Rhetorical appeals and gamers'
perception of MOBA streamers' promotion were largely ignored, (Miles & Nilsson, 2018).
Previous studies on online games typically focused on predicting user intention playing
games continuously. Relatively few studies exist with regards to factors that encourage
MOBA gamers to purchase the virtual in-game items when they play MOBA games. For
this reason, it would be essential for MOBA game companies to capture the attention of
the audience, (Cho, 2015). Regarding the capturing the attention of MOBA gamers, most
of these gamers use ad blocks to avoid annoying disruption of online ads. Conversely,
content marketing of MOBA streamers are some of the influencer marketing strategies we
could influence gamers without being perceived as noise. Tapinfluence and Nielsen
collaborated in a study where they found that influencer marketing generates return of
investments that is 11 times higher than traditional forms of digital marketing, (Johansen
& Guldvik, 2017). Considering all facts previously mentioned, marketers should explore
this vast opportunity in order to efficiently manage marketing communication in the context
streamers whom are often focused on a specific niche, will drive engagement even further
targeting smaller but higher quality audience. Finally, MOBA streamers are seen not only
as endorsers, but also as educators and entertainers allowing them to forge strong bonds
with gamers, thereby significantly influencing their attitudes and behaviors towards in-
Ethos
perceptions of the truth of the information contained in the advertisement and the extent
to which it affects his purchasing decisions. Sebastian et al further stated that credibility is
a broad concept that reflects dimensions such as honesty, influence, and information
receive a negative response and customers will ignore it. Consequently, variables like
credibility have become one of the important challenges facing online marketers. Perhaps,
it is the most difficult obstacle to customer interaction with advertising and the formation
of purchase intentions. In fact, various customers describe the Internet as a wide unclear
personally communicate with the sales representative and directly check product
specifications. The negative attitudes of customers towards online purchases are often
due to their negative perceptions about the credibility of the information provided by
generic online advertising content, (Vilcekova, 2022). Most of the time, customers view
purchasing decisions, as it involves the tactics of marketers through which they seek to
In the context of MOBA streaming, credibility of a source has a huge impact on the
way gamers perceive messages, as they tend to accept messages from credible sources
and reject the same messages from less credible streamers. Ethos is an essential element
of influencer marketing, as gamers must first trust the streamer in order for persuasion to
happen. This suggests that merely showing off credentials to audience is not adequate;
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streamers must deliberately demonstrate their credibility and reliability of their content
through consecutive excellent performance in MOBA games. Also, when we believe that
the speaker is unbiased and does not intend inflict harm upon us, we are more willing to
listen to that person. Hence, once the trust of gamers is firmly established, it will be much
easier to persuade them, (Cam, 2019). This affirmation of MOBA streamers further
enhances the credibility or the truth from the perspective of the audience towards a certain
promotion of items, (Saeed et. al, 2019). Another study states the same perception,
wherein Khwaja (2022) said that experiences of other customers are a compass that can
help the customer choose the best product. This affirmation is a crucial dimension for
marketers with the presence of social media networks that have facilitated access to and
benefit from the experiences of others. To be more precise, social media platforms have
enabled customers to express opinions and discussions, and thus those opinions and
discussions can make their way to reach a wide range of other customers.
Furthermore, since forging credibility is the first step towards effective advertising,
according to Yeo et.al, (2018), same as other studies, he perceived that credibility is one
of the critical variables upon building customer attitudes towards the source of the online
foundation that shows the two main factors which the credibility depends, namely user
Expertise
The first and foremost element that has an impact on the credibility of an
influencer’s content is his level expertise. For instance, a trusted lawyer gave you an
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 18
advice, even though you did not understand all of the logical reasoning behind the advice;
you nevertheless followed his instructions because you believed that the lawyer is
knowledgeable of what he is talking about. This concept supports the idea that an expert
source has a significant role in improving attitudes leading to a purchase intention, (Cam,
2019).
through gaming rank, win loss ratio, number of subscribers as well as their in- game
contents leads to higher levels of perceived expertise, (De La Hera, 2020). In the study
conducted by Lin, Bruning, and Swarna (2018), they reiterated the importance of expertise
since greater level of expertise often results to higher source credibility in audience’s
perceptions.
User-Generated Content
other channels. UGC comes in many forms, including images, videos, reviews, a
testimonial, or even a podcast. User-generated content is like a fire which can be beneficial
when harness for good, but can be severely devastating once it gets out of control.
generated content to collect and share factual information and experiences regarding
functional and decorative items. For example, gamers can't gauge the level of usefulness
of a certain functional item or judge the actual appearance of decorative times before
unless they purchase it. Watching streamers who actively use in-game items removes the
uncertainty in the minds of gamers. Furthermore, most streamers remain unbiased as they
demonstrate both pros and cons of an in-game item. This facilitates gamers' assessment
of virtual products' benefits without risking their money. Consequently, electric word of
mouth (eWOM) that further generates credibility of streamers' content, thereby building
User-generated content (UGC) is any content such as text, videos, images, and
reviews created by people, rather than brands. UGC is used across all stages of the
buyer’s journey to help influence engagement and increase conversions. The customer-
centric content can be used on social media and other channels, such as email, landing
for social media marketers, and it comes in many styles and formats to help you find the
Pathos
shared experience. Nearly all video games today are able to evoke emotions in players.
These emotions can range from anger to sadness, or pity. In the context of gaming, the
developers try to persuade the players in a way that they understand how the world works
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 20
in the game, and the reality of the game is what makes it more persuading. While popular
titles evoke emotions that aren’t necessarily sad, the rise of Indie games has the pathos
response from gamers as they watch streams including hopes, fear, happiness, thrill,
excitement and so on. Interestingly, numerous authors have concluded that pathos is the
most powerful appeal among the three rhetorical appeals. This is in line with Hill's study
suggesting that we live in the ‘age of pathos’ wherein marketing efforts that doesn't elicit
regardless of their sex, streamers can utilize emotional appeals through two way
communication with the targeted audience and elicit desirable response from gamers. This
evidence is supported by Bao (2020), wherein he stated emotions are the key drivers that
stimulate gamers’ core feelings and influence, thereby boosting purchases due to the fact
that some gamers tend to buy what they emotionally want instead of what they rationally.
Sex Appeal
The physical attractiveness of a person grabs the attention of the opposite sex,
and is one of the most popular promotion strategies that have been extensively used
globally to attract customers across all products. The socio-biological theory or concept of
natural selection implies that male is interested in a female that has a nice body and big
chest for the reason she can give birth easily and will have enough breast milk to take
care of a baby, (Crossman, 2018). In the Philippines, “Sando Streaming” has gone viral,
wherein a female streamer who wears revealing clothes, typically a sando that shows a
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 21
large portion of her breasts, has gained a massive audience dominated by male gamers,
(Alvarez & Chen, 2021). Therefore, a female streamer has the ability to increase the sense
Previous studies that examined the impact of sexualized video game avatars within
myth acceptance and sexism as dependent variables (Fox et al., 2015; Read, Lynch, &
Matthews, 2018; Vandenbosch et.al., 2017). In another study, Matthews, Lynch, and
Martins (2016) let participants play different video games with either realistic or hyper-
idealized female characters and found that women playing with hyper-idealized avatars
reported greater body satisfaction. The hyper-idealized characters had highly exaggerated
body proportions, a criterion for visual sexualization used by content analyses (Downs &
Smith, 2010; Lynch et.al, 2016). It is important to note that the study focused on the
manipulation of the degree of realism of the main character. As the authors argue, female
participants might have perceived the extremely exaggerated character as ridiculous, thus
engaging in downward comparison. Furthermore, different games were used in the study,
which could also have influenced the outcomes. More research is needed to clarify the
of the current study was to fill this gap by manipulating avatar sexualization within the
same game. Whereas using multiple games increases generalizability, the use of a single
game facilitates better experimental control by making sure the versions of the game differ
In line with statements above, another previous study suggests that a streamer
with stronger sex appeal tends to stand out from numerous streamers, as their content is
emotion inducing, sexually arousing, and memorable. In addition, sex appeals affect
information processing and distract people from elaborating informational content. This
further enhances the willingness and desire by viewers to continuously consume game
Entertainment
As mentioned in his study, King (2019) found that perceived enjoyment was
strongly linked to purchase intentions of virtual in-game items. This suggests that the more
perceived enjoyment a gamer derives from a virtual item the more likely he is to purchase
it. However, it's crucial to remember that entertainment isn’t limited to playing MOBA
games but also encompasses watching MOBA streams. For instance, previous
researches regarding social media platforms have found that entertainment was the
strongest predictor of the use of Facebook, Instagram, Twitter and Snapchat. Likewise,
wherein people tend to experience pleasure and tension release allowing streamers to
first serve gamers’ entertainment needs. The enjoyment or relief from emotional strain
2020). For instance, when a humorous streamer shows interests in gifts, gamers are more
likely to be affected and to send virtual gifts. Thus, the favorable attitudes and persuasive
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 23
effects elicited by humor further enhance gamers’ willingness to buy in-game items.
effects, leading to a greater impact of the message conveyed by the streamer. In fact,
aside from in-game items, gamers send virtual currency to streamers or sometimes even
Social Motivation
Previous studies have shown that social motivations have impact on consumption
of streaming and use video games. The intentions to watch MOBA streams are enhanced
by the interaction between audience and streamer, and communication among gamers as
they exchange comments regarding streamers' content, (Ramirez et.al, 2020). Likewise,
social motivation improves the effectiveness of the persuasion thereby reinforcing gamers'
loyalty and degree of commitment. In fact, according to Gros et al (2017) gamers purchase
in-virtual currency and sent it to streamers as virtual gift to show their support, as these
gamers desire continuously watching their favorite streamer in the future. Furthermore, a
rare or limited edition in-game item demonstrates high level of social status among gamers
due to its scarcity, (Millar, 2017). This implies that the stronger the emotions of the gamer
towards the game, the more likely they are to engage in purchasing in-game items in order
Logos
through logical and sound reasoning, rationality, statistical facts, testimony, and visual
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 24
proofs. These are the proofs that are being used to focus on more processing the
streamer, (Cam, 2019). Rational buying motives are used when there is high involvement
wherein gamers think rationally by carefully considering whether should they purchase an
in-game item or not, (Mokodompitet.al, 2020). The desire to acquire knowledge and
buying habits differ a lot from person to person depending on their personal gaming needs
Twitch can find new information about games, strategies and methods, which can satisfy
the need for seeking information. Twitch offers different functions for the user to seek out
information through viewing a stream and learning from the streamer or by communicating
with other viewers, as they may have new information as well, (Gros et.al, and 2017). In
an instance, hardcore gamers often spend many consecutive hours playing MOBA game
and desire high quality game-related information, whereas, a casual gamer typically
focuses on emotional cues rather than rational motives. A good example would be a study
which suggests that males with high-perceived usefulness and ease of use are more likely
to purchase virtual goods than females with similar perceptions. In that sense, streamers
are well suited to showcase their game play while providing gamers with information on
the latest game updates, new game mechanics as well as generally determine the most
effective strategies in-game, often referred to as The Meta. In order to improve in the game
and seek higher forms of achievement gamers may watch higher-level gamers in streams
MOBA streamers whose skills are superior in level tend to have a vast knowledge
and techniques. This is something that the viewers are looking forward upon watching
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 25
online streaming. As streamers showcase their exceptional skills, viewers get more
enjoyment from the performance of the streamers and hence more encouraged to watch.
Skills of streamer players are one of the most significant factors that motivate live
This further support the claim of another research that states streamers engaged in
rhetorical speech is very close to being an educator and promoter, as they demonstrate
the usefulness of an in-game item and why gamers should purchase it, (Cam, 2019).
Achievement
instructions for use in games of their own, by providing information in their videos
streamers allow gamers to realize their own potential and are thus encouraged to play
more. The thing is, the higher level a gamer achieves, the harder it is to compete and gain
victory against other MOBA gamers. Subsequently, gamers’ intention to continue playing
the game was also positively associated with making micro-transactional purchases,
(Millar, 2017).
The functional items include new game characters, battle pass, etc. The
proposition that players with an achievement motivation are more likely to purchase
functional items appears to be valid. This is based on the findings of the quantitative
phase, which revealed that those who perceive leveling up their rank as important are
likely to purchase functional items, with leveling up rank contributing to the rank and status
releases, with users watching on these platforms as an audience member to find out
information, to see how new releases are tested live or how older titles are updated,
attitudes, belief, and purchasing intentions. Gamers with higher game experience and
considered as the most powerful element in rhetorical theory, as it overrides the cognitive
processing. The credibility of speaker is an essential element, as gamers must first trust
First, overwhelming emotional argument may make us feel that the author is relying
exclusively on emotions rather than offering solid reasoning. Second, a solid reasoning
rationality, but has no emotional appeals, gamers may simply get bored watching in the
long term.
Effective persuasion thus depends on the inclusion of appeals to logos, ethos, and
pathos. If a MOBA streamer can include a balanced combination of these three elements
Chapter 3
METHODOLOGY
utilized upon acquisition, measurement, and analysis of data with the ultimate goal of
Method of Research
collection, Descriptive design is typically concerned with determining the frequency with
which an event occurs, the relationship or differences between two variables. Its purpose
that involves collection of information from any given sample of population elements only
once which provides a snapshot of the variables of interest at that point in time". Paurav
Shukla (2008). The said method was used in determining the perception of gamers with
game products, in San Pedro, Laguna. Researchers used normative survey approach
upon gathering primary source of data that they assumed to be essential in their study.
The basis of this research is a total of 43,063 MOBA gamers from all barangays
within San Pedro, Laguna. Through using snowball sampling technique, the researchers
determined the sample size with a total of 203 MOBA gamers currently living within the
City of San Pedro, Laguna. The researchers have chosen to utilize snowball sampling
technique upon amassing data from target respondents, so they could ensure that only
true MOBA gamers will be surveyed, subsequently allowing them to acquire higher quality
of data.
Research Instrument
The researchers use normative survey as part of the research instrument. A normative
survey is a precise analysis of the data that is also aligned with the objectives of the
research which is the perception of gamers with regards to MOBA streamers' rhetorical
researchers utilized was questionnaire, including coding type and structured types of
questions that is subject to give relevance in the study. The first part of the survey contains
the gamers' demographic profile while the latter part consists of questions which were
divided into three categories namely: ethos, pathos, and logos. Researchers assumed
that these questions are necessary to elicit response from respondents which are
Data-Gathering Procedure
The total number of MOBA gamers in the Philippines was based from the statistical
website: statistica.com. From there, the total population of MOBA gamers within San
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 29
Pedro, Laguna was computed. Researchers collected data from both primary and
secondary sources. Primary source came from normative survey through Google forms,
wherein the questionnaire was based and verified by previous researchers. To ensure
that respondents are truly MOBA gamers, researchers employed snowball sampling
through sending private messages via Facebook messenger and emails to respondents.
Specifically, the researchers sent the online survey forms to gamers whom they know
personally. We then asked the respondents to send the link to gamers they know
personally. This process was repeated like a domino effect until the researchers have
dataset. The aggregated data from the online survey were summarized and analyzed by
• Percentage Distribution
Where:
% = percentage
F = Frequency
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 30
• Weighted Mean
The Weighted Mean which is the sum of the product of the frequency and the unit
weight (? /w) divided by the number of respondents (N) was used to determine where the
most of the data collected gravitates to the center. The formula is written as follows:
Where:
𝑥̅ = Mean
∑ 𝑥 = Sum of scores
N = Number of scores
• Standard Deviation
in a dataset. It is use if all you have is a sample, but you wish to make a statement about
the population from which the is drawn, (Tawat, 2020). The formula is written as follows:
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 31
Where:
statistical formula that measures the strength between variables and relationships. To
determine how strong, the relationship between two variables, you need to find the
coefficient value – 1.00 and 1.00. The formula for Pearson Correlation Coefficient is:
Where:
r = coefficient value
N = number of cases
X = the value
Y = the value
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 32
This study utilized Likert scale as the scaling technique which determines the
statements about the stimulus objects, (Shukla, 2008). In this study, the researchers used
a five point Likert scale with its corresponding degree of influence illustrated as follows:
Chapter IV
This chapter discusses the results of the data analysis and interpretation of primary
data which was collected through the research instrument, with the ultimate goal of
of Virtual In-game Products in terms of Ethos, Pathos, and Logos within the entire vicinity
Moreover, this chapter presents the data accumulated from 203 MOBA gamers
currently living within San Pedro, Laguna. The first problem presents the Gamer Profile of
the MOBA gamers which includes Age, Sex, Location, Income, and Gamer Type. The
second problem portrays the evaluation of the level of influence of Rhetorical Appeals in
terms of: Ethos, Pathos, and Logos. The third problem illustrates the analysis of significant
relationship between gamer profile and MOBA streamers' promotion of virtual in-game
products in terms of Rhetorical Appeals. And the fourth problem is in relation to the
Appeals to MOBA gamers when group according to their respective demographic profile.
GAMER PROFILE
Table 1
Table 1 presents the ages of the respondents: 104 or 51.23% of the respondents
are of ages 21 to 30 years old; 49 or 24.14 % are of ages 20 years old and below; 36 or
17.73% are of ages 31-40 years old; 14 or 6.90% are of ages 41-50 years old, while there
A previous research suggests we should consider the idea that respondents were
recruited through our own social media profiles, thus we might have gotten respondents
that are somewhat similar to ourselves when it comes to age. Social media users are
between 16 – 54 years of age, (Johansen & Guldvik, 2017). However, from our sample,
there is a clear indication that majority of them belong to age range 16 – 35 years old.
Moreover, it is also believed that there are relatively few percentage of old people in
the gaming market, and this is supported by the results of this study as none of the
Table 2
Table 2 shows the sex of the respondents shows that the majority which is 115 or
56.65% are Male while 88 or 43.35% are Female. In the study conducted by
Nuangjamnong (2020), the result shows that male respondents are higher than female.
Wherein, male gamers constitute 78.8% for male while female gamers is only about
21.2%. This previous study reflects the same results as the researchers had with MOBA
gamers in San Pedro, Laguna, as majority of the players are males as well. Though other
studies used only men as their object of study, Nuangjamnong further stated that, it is
notable that women gamers are also increasing over the past years making them
Moreover, FortNite’s player base follows general trends in the gaming industry with
a majority of 80% of PC players being male, (King, 2019). The online game is currently
accessible across all platforms including mobile phones which is said to ease the gender
imbalance among gamers. King further stated that males with high-perceived usefulness
of virtual in-game products are more likely to purchase virtual goods than females with
similar perceptions.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 36
Table 3
Table 3 illustrates the monthly income of the respondents. The data shows that 117
or 57.64% have a monthly income of ₱10,000 below; 68 or 33.50% have a monthly income
ranging from ₱10,000 - ₱20,000; 9 or 4.43% have an income of ₱20,001 - ₱30,000; while
Since majority of the respondents have low income, it only means that these gamers
have low purchasing power. In relation to that, previous researches claimed that gamers
who are low spenders tend to ignore decorative items of the MOBA game as these items
are only meant to improve the aesthetics, but don’t improve the performance of their
gameplay.
regular YouTube video and an Influencer marketing video. These types of consumers
believe that virtual in-game items provide a benefit to their game play and will spend their
Table 4
Table 4 shows the location of the respondents. Out of the 27 Barangays in San
Pedro Laguna, 32 or 15.76% are from Langgam, 21 or 10.34% are from GSIS, 15 or
7.39% are from San Antonio, both Estrella and United Bayanihan have 11 respondents
that corresponds to 5.42%, Laram with 10 or 4.93%, Chrysanthemum and San Vicente
with 8 or 3.94%, Bagong Silang, Nueva and Pacita 2 with 7 or 3.45%, Calendola, Cuyab,
Maharlika, Poblacion with 6 or 2.96%, Landayan, Narra, Riverside, Rosario and San
Roque with 5 or 2.46%, for Pacita 1 and Sto. Niño they have 4 or 1.97%, Magsaysay,
Sampaguita Village and United Better Living with 3 or 1.48%, and lastly both San Lorenzo
Mobile Legends, is one of the leading mobile games worldwide and is the leading
MOBA game in the Philippines with an approximately 25 million active monthly users in
the country based on Statista (2021). Upon the succeeding year, Statistica then released
statistics that states ChoOxTV is the leading gamer and streamer in the Philippines with
around 13 million followers on his online game streaming platform on Facebook as of April
2022. The MOBA gaming market is so massive and lucrative that it accounts for more
than 10% of the country’s population. Edgar Dumali is also known as ChoOxTV with a
humorous personality along with his unorthodox skills in playing Mobile Legends. Though
he is playing various MOBA games across different gaming platforms, he is known in the
Philippines as a streamer on the mobile multiplayer online battle arena (MOBA) game
Table 5
Table 5 presents the Gamer Type of the respondents. Majority were classified as
Casual Gamers with a total number of 131 or 64.53% while the remaining 72 or 35.47%
As mentioned by Ramirez et.al (2020), advanced users’ motivations may differ from
those of users who are less skilled at video games. These findings are supported by study
conducted by Foster (2016), wherein according to results of his study, hardcore gamers
will find the user-generated content as more credible, reliable, and trustworthy. However,
hardcore gamers prefer to watch streams to gather more evidence of the game before
forming an attitude about it. Furthermore, it is also believed that hardcore gamers are a
small, elite segment of the gaming culture. The result of that previous research reflects
the same outcome in this study as illustrated in the table above. Wherein, majority of the
MOBA gamers are casual gamers while minority are hardcore gamers.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 40
Table 6
Standard Verbal
Measurement Mean Rank
Deviation Interpretation
Streamers are
reliable source of
latest game 0.640
4.49 Extremely Influential 1ST
strategy information
and/or new metas.
I perceive the
content of
streamers with 0.702 4.42
Extremely Influential 2ND
higher rank as
more credible.
I perceive the
content of
streamers with
higher level of 0.817 4.2 Very Influential 4TH
GAMING SKILLS
as more credible.
Streamers' content
promotions are
credible as they
provide sufficient 0.751 4.12
information about
Very Influential 5TH
in-game items
which helps my
purchasing
decision.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 41
Compare to regular
ads, streamer’s
promotion is more
credible because 0.764 4.32
streamers are
Extremely Influential 3RD
unbiased as they
show both pros and
cons of in-game
items.
TOTAL: 4.31
Ethos, it clearly shows that an average of 4.49 of the respondents believes that MOBA
Streamers are reliable source of latest game strategy information and/or new metas as
Extremely Influential; an average of 4.42 of the respondents agreed that they base the
credibility of the content on the streamers rank as Extremely Influential; an average of 4.2
of the respondents said that they base the credibility of the streamers with higher level of
gaming skills as Extremely Influential; an average of 4.12 believe that streamers' content
promotions are credible as they provide sufficient information about in-game items which
helps them on their purchasing decisions as Very Influential. Lastly, an average of 4.32 of
the respondents believe that in comparison to regular ads, streamers' promotion is more
credible because streamers are unbiased as they show both pros and cons of in-game
through gaming rank, win loss ratio, number of subscribers as well as their in- game
This is supported by another study which is conducted by King (2019), wherein the
to use when engaging in influencer marketing, since greater level of expertise often results
Table 7
Standard
Measurement Mean Verbal Interpretation Rank
Deviation
I am more likely to
watch streamers
with opposite sex,
since they are 0.947
4.24 Extremely Influential 2ND
more attractive
compared to same
gender.
The physical
appearance such
as face and body
shape of a 0.935 4.03
Very Influential 4TH
streamer has an
impact to his/her
attractiveness.
Watching
streamers with
humorous
personality are 0.752 4.32 Extremely Influential 1ST
more enjoyable to
watch compare to
those who are not.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 43
I am more likely to
play a specific
hero based on 0.909 3.97
his/her back-story Very Influential 5TH
(lore) inside the
game.
TOTAL 4.14
watch streamers with opposite sex, since they are more attractive compared to same
gender. Majority of the respondents which is an average of 4.03 classified the physical
appearance such as face and body shape of a streamer has an impact to his/her
streamers with humorous personality are more enjoyable to watch compare to those who
are not is Extremely Influential; an average of 3.97 believed that they are more likely to
play a specific hero based on his/her back-story (lore) inside the game as Very Influential.
sending virtual gifts such as diamonds, cash, etc. to my favorite streamer as it boost my
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 44
social status as a fan which gives me a feeling of sense of superiority towards other
Humor satisfies the audience’s need for escapism. Users turn to such platforms as
a way to relieve stress, escape from their everyday lives and forget about their problems
by watching others engage in one of their favorite hobbies. As mentioned by Ramirez et.al
(2020), the degree of escapism correlates with the frequency of watching game streaming.
Besides, humorous game streaming content can add to the creation of a higher
degree of game streaming entertainment. Humor is not only entertaining, but it can also
environment helps create positive perception for the viewers. With a persuasive effect of
humor appeal, it increases the willingness of the viewers to continue watching streaming
or even more benefits by giving virtual gifts to the MOBA streamers, (Nuangjamnong et.al,
2020).
Table 8
Standard
Measurement Mean Verbal Interpretation Rank
Deviation
Leveling up my
rank and/or
achieving mastery 0.774
of my favorite hero 4.26
Extremely Influential 2ND
are important to
me.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 45
I purchase
functional items to
boost my gaming
performance, thus 0.799 4.17
Very Influential 4TH
giving me an
advantage over
other players.
I purchase in-
game decorative
items such as skin
as it boosts my 0.890 4.21 Extremely Influential 3RD
social status inside
the game.
I watch streaming
because I can
learn new
techniques, as 0.673 4.42
streamers give tips
Extremely Influential 1ST
while playing
which I could
imitate on my own
game play.
TOTAL: 4.25
LOGOS, a vast majority of the respondents which is an average of 4.26 in total, said that
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 46
it is Extremely Influential for them to level up their ranks and/or achieving mastery of their
favorite hero is important to them; 4.17 of the respondents agreed that purchasing
of 4.21 of the respondents classified purchasing in-game decorative items such as skin as
it boosts their social status inside the game as Extremely Influential, an average of 4.42
of the respondents agreed that it is Extremely Influential for them to watch streaming
videos as they learn new techniques, as streamers give tips while playing which they could
imitate on their game play. Lastly, a total of an average of 4.17 categorized the visual and
audio effects of decorative items such as skins are influencing their purchasing decisions
on an Extreme level.
Platforms such as Twitch can satisfy the need for seeking information through
helping the audience to learn strategies, develop gaming skills and acquire game related
information by viewing and learning from streamers. Thus, game streaming services have
Another study fortifies this research as King (2019), reiterate that a MOBA game of
the uses of watching others play games is to improve own game play by learning the
desired behaviors from the streamer. This is how MOBA gamers utilize streamer videos
to reach their goals and develop their sense of achievement. Character competency here
their favorite streamer. It is also a means of distinguishing a gamer from other gamers,
Table 9
both pros and cons of a virtual in-game item. Also, MOBA streamers facilitate MOBA
gamers’ assessment of virtual products' benefits without risking their money as they don’t
have to purchase the actual product itself, due to the fact that the streamers are showing
its features and benefits. As time passed by, it became a popular way of choosing which
virtual in-game items gamers would purchase. Consequently, electric word of mouth
reliable source to get opinions of products, and based on the results of his study, he
communication decreases. From his perspective, MOBA game streams are more trusted
Table 10
Computed p-value
Gamer Profile Verbal Interpretation Decision
Pearson-R (2-tailed)
Age 0.882* 0.000 High positive correlation Reject Ho
0.000 Moderate positive
Sex 0.824* Reject Ho
correlation
Location 0.251 0.032 Negligible correlation Accept Ho
Income 0.843* 0.000 High positive correlation Reject H
o
The computed r for the significant relationship between Age and Rhetorical Appeal
in term of Ethos of the respondents is 0.88 which describe as high coefficient, and also
note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Age and Rhetorical Appeal in term of Ethos of the
respondents.
The computed r for the significant relationship between Sex and Rhetorical Appeal
in term of Ethos of the respondents is 0.82 which describe as moderate coefficient, and
also note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Sex and Rhetorical Appeal in term of Ethos of the
respondents.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 49
The computed r for the significant relationship between Location and Rhetorical
Appeal in term of Ethos of the respondents is 0.25 which describe as low coefficient, and
also note the p-value is 0.032 which greater to the assumed level of 0.01, which show an
insignificance between the two. Therefore, the decision was to accept the null hypothesis
that there is no significant relationship between Location and Rhetorical Appeal in term of
The computed r for the significant relationship between Income and Rhetorical
Appeal in term of Ethos of the respondents is 0.84 which describe as high coefficient, and
also note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Income and Rhetorical Appeal in term of Ethos of the
respondents.
The computed r for the significant relationship between Gamer Type and
Rhetorical Appeal in term of Ethos of the respondents is 0.76 which describe as high
coefficient, and also note the p-value is 0.001 which lesser to the assumed level of 0.01,
which show a significance. Therefore, the decision was to accept the alternative
hypothesis that there is a significant relationship between Gamer Type and Rhetorical
Every time you visit a trusted doctor and give you advice, you may not understand
all of the medical reasoning behind the advice, yet you still follow the directions because
you believe that the doctor knows what he is talking about. In the same manner, though
MOBA gamers do not fully understand what MOBA streamers say, the audience still
follows instructions of MOBA streamers as they believe streamers are gaming experts.
The audience then proceeds to acquisition of virtual in-game products. This concept
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 50
supports the idea of an expert source would have a significant role in improving attitudes
Table 11
*significant @p<0.01
The computed r for the significant relationship between Age and Rhetorical Appeal
in term of Pathos of the respondents is 0.82 which describe as high coefficient, and also
note the p-value is 0.001 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Age and Rhetorical Appeal in term of Pathos of the
respondents.
The computed r for the significant relationship between Sex and Rhetorical Appeal
in term of Pathos of the respondents is 0.91 which describe as moderate coefficient, and
also note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Sex and Rhetorical Appeal in term of Pathos of the
respondents.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 51
The computed r for the significant relationship between Location and Rhetorical
Appeal in term of Pathos of the respondents is 0.32 which describe as low coefficient, and
also note the p-value is 0.021 which greater to the assumed level of 0.01, which show an
insignificance between the two. Therefore, the decision was to accept the null hypothesis
that there is no significant relationship between Location and Rhetorical Appeal in term of
The computed r for the significant relationship between Income and Rhetorical
Appeal in term of Pathos of the respondents is 0.92 which describe as high coefficient,
and also note the p-value is 0.000 which lesser to the assumed level of 0.01, which show
a significance. Therefore, the decision was to accept the alternative hypothesis that there
the respondents.
The computed r for the significant relationship between Gamer Type and
Rhetorical Appeal in term of Pathos of the respondents is 0.80 which describe as high
coefficient, and also note the p-value is 0.002 which lesser to the assumed level of 0.01,
which show a significance. Therefore, the decision was to accept the alternative
hypothesis that there is a significant relationship between Gamer Type and Rhetorical
An emotional buying motive is based on happiness, fear, pride, and status. Since
the product selection is subjective rather than objective, purchasing decisions are
impulsive. A previous study revealed that positive emotions towards a brand simulate
consumers’ long-term relationship and loyalty. Based on the results of his study,
comparison than rational information-based ads. Emotions are the key drivers that
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 52
stimulates gamers' feelings and influence on their’ choices and decisions, thereby
boosting purchases due to the fact that purchases are often whimsical rather than based
on information and pre-purchase deliberation. In other words, consumers tend to buy what
they emotionally want instead of what they rationally need, (Bao, 2020).
Table 12
The computed r for the significant relationship between Age and Rhetorical Appeal
in term of Logos of the respondents is 0.83 which describe as high coefficient, and also
note the p-value is 0.002 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
no significant relationship between Age and Rhetorical Appeal in term of Logos of the
respondents.
The computed r for the significant relationship between Sex and Rhetorical Appeal
in term of Logos of the respondents is 0.71 which describe as high coefficient, and also
note the p-value is 0.001 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 53
a significant relationship between Sex and Rhetorical Appeal in term of Logos of the
respondents.
The computed r for the significant relationship between Location and Rhetorical
Appeal in term of Logos of the respondents is 0.26 which describe as low coefficient, and
also note the p-value is 0.034 which lesser to the assumed level of 0.01, which show an
insignificance between the two. Therefore, the decision was to accept the null hypothesis
that there is no significant relationship between Location and Rhetorical Appeal in term of
The computed r for the significant relationship between Income and Rhetorical
Appeal in term of Logos of the respondents is 0.92 which describe as very high coefficient,
and also note the p-value is 0.000 which lesser to the assumed level of 0.01, which show
a significance. Therefore, the decision was to accept the alternative hypothesis that there
is a significant relationship between Income and Rhetorical Appeal in term of Logos of the
respondents.
The computed r for the significant relationship between Gamer Type and
Rhetorical Appeal in term of Logos of the respondents is 0.87 which describe as high
coefficient, and also note the p-value is 0.000 which lesser to the assumed level of 0.01,
which show a significance. Therefore, the decision was to accept the alternative
hypothesis that there is a significant relationship between Gamer Type and Rhetorical
concluded that a rational buying motive has a greater effect on purchase decision in-game
virtual products. This suggests that when MOBA gamers purchase virtual goods, they use
forward rational thinking rather than emotional. MOBA gamers prioritize price, usefulness,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 54
and efficiency game play of in-game virtual products rather than emotional motives such
Table 13
The computed r for the significant relationship between Age and Over all Rhetorical
Appeal of the respondents is 0.84 which describe as high coefficient, and also note the p-
value is 0.000 which lesser to the assumed level of 0.01, which show a significance.
Therefore, the decision was to accept the alternative hypothesis that there is no significant
relationship between Age and over all Rhetorical Appeal of the respondents.
The computed r for the significant relationship between Sex and Over all Rhetorical
Appeal of the respondents is 0.81 which describe as high coefficient, and also note the p-
value is 0.001 which lesser to the assumed level of 0.01, which show a significance.
Therefore, the decision was to accept the alternative hypothesis that there is a significant
relationship between Sex and over all Rhetorical Appeal of the respondents.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 55
The computed r for the significant relationship between Location and Over all
Rhetorical Appeal of the respondents is 0.28 which describe as low coefficient, and also
note the p-value is 0.021 which lesser to the assumed level of 0.01, which show an
insignificance between the two. Therefore, the decision was to accept the null hypothesis
that there is no significant relationship between Location and Over all Rhetorical Appeal
of the respondents.
The computed r for the significant relationship between Income and Over all
Rhetorical Appeal of the respondents is 0.89 which describe as high coefficient, and also
note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Income and over all Rhetorical Appeal of the
respondents.
The computed r for the significant relationship between Gamer Type and Over all
Rhetorical Appeal of the respondents is 0.81 which describe as high coefficient, and also
note the p-value is 0.000 which lesser to the assumed level of 0.01, which show a
significance. Therefore, the decision was to accept the alternative hypothesis that there is
a significant relationship between Gamer Type and over all Rhetorical Appeal of the
respondents.
Generic brand advertisements online are annoying. For the reason that people try to
escape advertisements, 40% of the millennial are using adblock (Johansen and Guldvik,
2017). However, adblocks cannot block game streaming content, which is one of the
reasons influencer marketing is effective, making MOBA streamers very suitable and
powerful upon amassing and retaining specific, high quality audience through
simultaneously using the three modes of persuasion of Rhetorical Appeals which are
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 56
Ethos, Pathos, and Logos. This fits within marketing, where a clear understanding of the
target market is crucial upon developing marketing communications that will resonate with
The fact that influencer marketing is a relatively new marketing strategy creates vast
marketing gives a return on investments 11 times higher than traditional forms of digital
marketing. As Nielsen further stated, 92% of the consumer market trust recommendations
and that 82% are highly likely to follow an influencer’s advice. Compared to celebrities that
may help to increase brand awareness, influencers will drive the product engagement
even further and increase sales and brand loyalty. The influencers are very often focused
Table 14
20.102*
Pathos 0.000 Reject H0
24.125*
Logos 0.000 Reject H0
*Significance at p<0.01
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 57
As shown in table 14, Rhetorical Appeals: Ethos, Pathos and Logos has a respective
F-Value of 24.111, 20.102 and 24.125 with a respective p-value of 0.000, 0.000 and 0.000.
Since all the p-values are lesser than the assumed level of significance of 0.01, the
alternative hypothesis is confirmed, that the Gamers Sex has something to do with MOBA
A good persuasive writer should know which emotion to tap into, taking into
consideration the social status, but also the age of the audience, (Krishnan et.al, 2020).
This is supported by the research conducted by Margot et al., (2021) wherein they stated
in their study that as people age, their perception of time left in life decreases, leading to
related goals. This suggests that Pathos and Logos become more effective as people get
older. Furthermore, previous researches reveal that positive emotions towards a brand
significant method plays a vital role in benefiting the brand, which usually aims to stimulate
Table 15
20.234*
Pathos 0.000 Reject H0
17.134*
Logos 0.000 Reject H0
*Significance at p<0.01
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 58
As shown in table 15, Rhetorical Appeals: Ethos, Pathos and Logos has a
respective F-Value of 18.124, 20.234 and 17.134 with a respective p-value of 0.000, 0.000
and 0.000. Since all the p-values are lesser than the assumed level of significance of 0.01,
the alternative hypothesis is confirmed, that the Gamers Sex has something to do with
Several studies show that gender moderates behavioral intention. Men, while
using the Internet, put more emphasis on fun or pleasure compared to women. The same
is true in an online shopping situation, as men were shown to regard sexual entertainment
factors more than women do, (Cho, 2015). Furthermore, Cho stated that men are more
goal-oriented than women are, therefore, achievement motivation will be more salient
among men than women. This is supported by a previous research of King (2019) as he
concluded that males with high-perceived usefulness and ease of use of virtual in-game
items are more likely to purchase virtual goods than females with similar perceptions,
(King, 2019).
Table 16
1.542
Pathos 0.083 Accept H0
0.725
Logos 0.092 Accept H0
* Significance at p<0.01
As shown in table 16, Rhetorical Appeals: Ethos, Pathos and Logos has a
respective F-Value of 0.524, 1.542 and 0.725 with a respective p-value of 0.071, 0.083
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 59
and 0.092. Since all the p-values are greater than the assumed level of significance of
0.01, the null hypothesis is confirmed, that the Gamers Location has nothing to do with
Several studies suggested that the address of gamers doesn't necessarily affect
gaming intensity and consuming streams. As Tapinfluence & Nielsen (2016) released their
findings, it states that consumers themselves actively seek influencers and fellow gamers
in social media platform. Furthermore, the social aspect of online games such as MOBA
games attracts many gamers, who see online game play as an opportunity to interact with
new people and make friends online. This interaction doesn't have anything to do with
location of gamers, as everything about MOBA games and MOBA streaming occur online.
This is echoed by a previous study which concluded that social motivators is one of the
primary drivers for online gaming and identified social motivations to be the foremost
Table 17
21.527*
Pathos 0.000 Reject H0
24.105*
Logos 0.000 Reject H0
*Significance at p<0.01
As shown in table 17, Rhetorical Appeals: Ethos, Pathos and Logos has a
respective F-Value of 27.414, 21.527 and 24.105 with a respective p-value of 0.000, 0.000
and 0.000. Since all the p-values are lesser than the assumed level of significance of 0.01,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 60
the alternative hypothesis is confirmed, that the Gamers Income has something to do with
Free-to-play games are games tend to attract a large number of users and were
responsible for 80% of digital game revenue in 2018, (King, 2019). In the study done by
Millar (2017), it was pointed out that there is a common pattern across MOBA games.
Wherein, game content becomes more difficult to play as users proceed to higher stages.
As such, MOBA gamers tend to select money as a way to overcome the difficulties. This
can be done through the use of functional items that boost the game performance of a
certain gamer. It was also found that high spenders tend to purchase both functional items
and decorative items, whereas low spenders tend to purchase more on functional items.
In other words, players who have less income tend to focus more on improving his gaming
performance than players who have spent more money. As previously mentioned, rare
virtual in-game items are those that offer improved status, respect, and appreciation of
other players. Other examples of virtual in-game items are limited edition goods that hold
social value due to their scarcity. Likewise, gamers with higher income tend to purchase
more of these products, even though it doesn't necessarily affect their game play, (Millar,
2017).
Table 18
As shown in table 18, Rhetorical Appeals: Ethos, Pathos and Logos has a
respective F-Value of 30.052, 24.189 and 17.255 with a respective p-value of 0.000, 0.000
and 0.000. Since all the p-values are lesser than the assumed level of significance of 0.01,
the alternative hypothesis is confirmed, that the Gamers Type has something to do with
The willingness to pay can differ a lot from person to person depending on their
personal values and perceptions, (Goltermann, 2020). This is echoed by another research
that states, monetization of free-to-play business models occurs in a number of ways such
as membership fees, season passes or in-game item purchases. These revenue streams
their needs and the type of gamer they are, (King, 2019). As previously mentioned, since
gaming intensity becomes more competitive as gamers attain higher rankings, hardcore
gamers also known as game-oriented gamers tend to rely on functional items as a way to
overcome challenges and difficulties. As for decorative items, although they don't have
any functional attribute at all, casual gamers also known as fashion-oriented gamers still
purchase these in-game items to express themselves in a virtual world, (Cho, 2015).
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 62
Chapter V
This chapter deals with the presentation major findings upon interpreting the
summarized results from the previous chapter. And from those findings, conclusions were
the latter part for the purpose of solving the current issues at hand as well as exploiting
opportunities ahead.
Summary of Findings
Gamer Profile
years old; 49 or 24.14 % are of ages 20 years old and below; 36 or 17.73% are
of ages 31-40 years old; 14 or 6.90% are of ages 41-50 years old, while there
2. The sex of the respondents shows that the majority which is 115 or 56.65% are
3. Monthly income of the respondents. The data shows that 117 or 57.64% have a
or 15.76% are from Langgam, 21 or 10.34% are from GSIS, 15 or 7.39% are from
San Antonio, both Estrella and United Bayanihan have 11 respondents that
with 8 or 3.94%, Bagong Silang, Nueva and Pacita 2 with 7 or 3.45%, Calendola,
Rosario and San Roque with 5 or 2.46%, for Pacita 1 and Sto. Niño they have 4
1.48%, and lastly both San Lorenzo Ruiz and Fatima got 0.
Gamers with a total number of 131 or 64.53% while the remaining 72 or 35.47%
Ethos, it shows that the level of influence of MOBA Streamers promotion in terms
of Ethos, it clearly shows that an average of 4.49 of the respondents believes that
MOBA Streamers are reliable source of latest game strategy information and/or
that they base the credibility of the content on the streamers rank as Extremely
Influential; an average of 4.2 of the respondents said that they base the credibility
average of 4.12 believe that streamers' content promotions are credible as they
provide sufficient information about in-game items which helps them on their
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 64
more credible because streamers are unbiased as they show both pros and cons
Pathos, It shows that the level of influence of MOBA Streamers promotion in terms
Influential to watch streamers with opposite sex, since they are more attractive
4.03 classified the physical appearance such as face and body shape of a
average of 4.32 believe that watching streamers with humorous personality are
more enjoyable to watch compare to those who are not is Extremely Influential;
an average of 3.97 believed that they are more likely to play a specific hero based
on his/her back story (lore) inside the game as Very Influential. Lastly, a majority
Logos, it shows that the level of influence of MOBA Streamers promotion in terms
of LOGOS, a vast majority of the respondents which isan average of 4.26 in total,
said that it is Extremely Influential for them to level up their ranks and/or achieving
mastery of their favorite hero is important to them; 4.17 of the respondents agreed
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 65
decorative items such as skin as it boosts their social status inside the game as
Extremely Influential for them to watch streaming videos as they learn new
techniques, as streamers give tips while playing which they could imitate on their
game play. Lastly, a total of an average of 4.17 categorized the visual and audio
9. Upon rating the MOBA streamers' promotion based on the three modes of
persuasion of Rhetorical Appeals, it shows that Ethos ranked first with a weighted
mean of 4.31; Logos ranked second with a weighted mean of 4.14; & Pathos
and "Gamer Profile" which are age, sex, income, and gamer type with a p-value
of 0.000, 0.000, 0.000, 0.001 and Computed Pearson R of 0.882, 0.824, 0.843,
0.762, respectively. On the other hand, the results also suggest that there is no
"Gamer Profile" which is location with a p-value of 0.032 and Computed Pearson
R of 0.251, respectively.
and "Gamer Profile" which are age, sex, income, and gamer type with a p-value
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 66
of 0.001, 0.000, 0.000, 0.002 and Computed Pearson R of 0.821, 0.913, 0.922,
and 0.804, respectively. On the other hand, the results also suggest that there is
"Gamer Profile" which is location with a p-value of 0.021 and Computed Pearson
R of 0.320, respectively.
and "Gamer Profile" which are age, sex, income, and gamer type with a p-value
of 0.002, 0.001, 0.000, 0.000, and Computed Pearson R of 0.833, 0.712, 0.921,
and 0.873, respectively. On the other hand, the results also suggest that there is
"Gamer Profile" which is location with a p-value of 0.034 and Computed Pearson
R of 0.263, respectively.
"Gamer Profile" which are age, sex, income, and gamer type with a p-value of
0.000, 0.001, 0.000, 0.000, and Computed Pearson R of 0.843, 0.810, 0.892,
0.810, respectively. On the other hand, the results also suggest that there is no
respectively.
Appeals: Ethos, Pathos, and Logos when group according to Age with a
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 67
Appeals: Ethos, Pathos, and Logos when group according to Sex with a respective
Appeals: Ethos, Pathos, and Logos when group according to Location with a
Appeals: Ethos, Pathos, and Logos when group according to Income with a
Appeals: Ethos, Pathos, and Logos when group according to Gamer Type with a
Conclusions
Gamer Profile
1. Majority of our respondents are of ages 21 to 30 years old. This bracket are the
2. Male respondents have the highest percentage and are more likely to be
3. Most of the respondents have monthly expenses of ₱10,000 below, the results
4. Out of the 27 barangays in San Pedro, Laguna, most of the respondents came
revealed that MOBA Streamers are reliable source of latest game strategy
information and/or new metas got the highest percentage and have remarks of
extremely influential. This suggests that MOBA gamers are more likely to perceive
of Ethos" revealed: MOBA Streamers are reliable source of latest game strategy
information and/or new metas got the highest percentage and have remarks of
extremely influential. This means that MOBA gamers prefer to watch MOBA
relieves strains. And some of them are even willing to send virtual gifts to support
of Logos" revealed: "I watch streaming because I can learn new techniques, as
streamers give tips while playing which I could imitate on my own game play" got
the highest percentage and have remarks of extremely influential. This suggests
that MOBA gamers are more likely to watch streamers who act as an educator
9. Among the three modes of persuasion of Rhetorical Appeals, the result of this
research suggests that Ethos has the greatest influence to MOBA gamers.
Appeals in terms of Ethos" and "Gamer Profile" which are age, sex, income, and
gamer type. On the other hand, the result suggests that there is no significant
which is location.
Appeals in terms of Pathos" and "Gamer Profile" which are age, sex, income, and
gamer type. On the other hand, the result suggests that there is no significant
which is location.
12. As "Rhetorical Appeals in terms of Logos" and "Gamer Profile" which are age,
sex, income, and gamer type. On the other hand, the result suggests that there is
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 70
"Gamer Profile" which are age, sex, income, and gamer type. On the other hand,
14. As the result suggests, there is a significant difference between the level of
15. As the result suggests, there is a significant difference between the level of
16. As the result suggests, there is no significant difference between the level of
17. As the result suggests, there is a significant difference between the level of
18. As the result suggests, there is a significant difference between the level of
Recommendations
MOBA games into mobile phone games to tap the exponentially increasing users
of mobile phones.
2. Influencer marketing industry should provide seminars and workshop for MOBA
industry by showing how MOBA gamers perceive the game mechanics and virtual
products; and how gaming companies can use MOBA streamers to promote these
virtual products in ways that encourages MOBA gamers in playing and sharing of
user generated content with other gamers ultimately leading the in-game
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POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 84
APPENDICES
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 85
Greetings!
PRODUCTS". In this study, you will be asked to complete a survey and your participation
is voluntary. As a respondent, you are free to withdraw from participating in the survey at
any time without giving any reason. It will only take you 10 minutes or less to accomplish
this survey.
There are no known risks associated with participating in this study. This survey
will not collect personal, private, and/or identifying information from any respondent and
all responses will be recorded anonymously. All information that you will provide in the
survey will be kept strictly confidential and only the researcher will have access to the
completed responses.
We are asking for your permission to answer this questionnaire. All information that you
will provide will be treated with confidentiality and for academic purposes only.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 86
___ (Male)
___ (Calendola)
___ (Chrysanthemum)
___ (Cuyab)
___ (Estrella)
___ (Fatima)
___ (G.S.I.S.)
___ (Landayan)
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 87
___ (Langgam)
___ (Laram)
___ (Magsaysay)
___ (Maharlika)
___ (Narra)
___ (Nueva)
___ (Pacita 1)
___ (Pacita 2)
___ (Poblacion)
___ (Riverside)
___ (Rosario)
Legends:
5 - Extremely Influential
4 - Very Influential
3 - Moderately Influential
2 - Slightly Influential
CERTIFICATION OF VALIDATION
partial fulfillment of the requirements for the degree of Bachelor of Science in Business
research work carried out by Nico Caguimbal, Mark Denver Lim, John Lloyd Mustacisa,
Roxanne Marie Regidor and Alexander Vital. To the best of my knowledge and belief, the
computation of the data used as a tool in presentation, analysis, and interpretation of data
in the undergraduate thesis has been duly validated under my guidance and supervision.
ANJO MARCELO
Statistician
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 92
CERTIFICATE OF VALIDATION
partial fulfillment of the requirements for the degree Bachelor of Science in Business
research work carried out by Nico Caguimbal, Mark Denver Lim, John Lloyd Mustacisa,
This verifies that the undersigned has reviewed, edited, and gone through all the
pages of this research in accordance with the set of structural rules that govern the
CERTIFICATION OF VALIDATION
GAME PRODUCTS”, submitted in partial fulfillment of the requirements for the degree of
embodies the result of a bona fide research work carried out by Nico Caguimbal, Mark
Denver Lim, John Lloyd Mustacisa, Roxanne Marie Regidor, and Alexander Vital.
To the best of my knowledge and belief, this verifies that the research instrument
crafted by the group has been reviewed, edited, and gone through all necessary measures
ISABELO DIONISIO
Marketing Professional
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 94
CERTIFICATION OF VALIDATION
GAME PRODUCTS”, submitted in partial fulfillment of the requirements for the degree of
embodies the result of a bona fide research work carried out by Nico Caguimbal, Mark
Denver Lim, John Lloyd Mustacisa, Roxanne Marie Regidor, and Alexander Vital.
To the best of my knowledge and belief, this verifies that the research instrument
crafted by the group has been reviewed, edited, and gone through all necessary measures
DANIEL GARBO
Marketing Professional
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 95
CERTIFICATION OF VALIDATION
GAME PRODUCTS”, submitted in partial fulfillment of the requirements for the degree of
embodies the result of a bona fide research work carried out by Nico Caguimbal, Mark
Denver Lim, John Lloyd Mustacisa, Roxanne Marie Regidor, and Alexander Vital.
To the best of my knowledge and belief, this verifies that the research instrument
crafted by the group has been reviewed, edited, and gone through all necessary measures
ANJO MARCELO
Marketing Professional
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 96
CAGUIMBAL, NICO F.
26 Street Blk 33 Lot 4, Southern Heights Phase 1,
Brgy. Langgam, San Pedro, Laguna
0920 319 9489
nikobanlare@gmail.com
OBJECTIVES
• I want to learn more skills, strategies, knowledge in the company and know the
purpose of things in my work; I want to be a responsible and respected person to all my
fellow workers.
PERSONAL INFORMATION
EDUCATIONAL BACKGROUND
SEMINARS ATTENDED
I hereby certified that the foregoing statements are true and correct to the best of
my knowledge.
______________________________
LIM, MARK DENVER
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 98
OBJECTIVE
• To gain knowledge and experience in my chosen career and also with a clear
objective of bringing personal as well as professional growth.
PERSONAL INFORMATION
EDUCATIONAL BACKGROUND
SEMINARS ATTENDED
I hereby certified that the foregoing statements are true and correct to the best of
my knowledge.
______________________________
MUSTACISA, JOHN LLOYD
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 100
OBJECTIVES
• To apply and expand my knowledge and skills through serving your organization
in pursuit of becoming a highly competent marketing professional.
•
PERSONAL INFORMATION
Age : 22 years old
Sex : Female
Date of Birth : May 06, 2000
Place of Birth : Makati City, Metro Manila
Status : Single
Nationality : Filipino
EDUCATIONAL BACKGROUND
TERTIARY: Polytechnic University of the Philippines - San Pedro Campus
Bachelor of Science in Business Administration
Major in Marketing Management
2019 – Present
ACADEMIC CERTIFICATION
I hereby certified that the foregoing statements are true and correct to the best of
my knowledge.
______________________________
REGIDOR, ROXANNE MARIE
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 102
VITAL, ALEXANDER
Blk. 7 Lot 3 Ruby Street Saint Francis Homes III,
Brgy. Landayan, San Pedro, Laguna
09701831791
alexanderv.vale@gmail.com
OBJECTIVE
To apply and expand my knowledge and skills through serving your organization
in pursuit of becoming a highly competent marketing professional.
PERSONAL INFORMATION
EDUCATIONAL BACKGROUND
ACADEMIC ACHIEVEMENTS
SEMINARS ATTENDED
I hereby certified that the foregoing statements are true and correct to the best of
my knowledge.
______________________________
VITAL, ALEXANDER