PC video game industry: Analyzing the moderating effect of player types on the relationship between monetization offerings, challenge, social aspect, player expenditure, and player retention for selected Esports video games

With video games becoming a multi-billion dollar industry, an area of managerial interest would be how the most established game companies generate revenue and retain their customers. In line with this, the study aims to determine the significant moderating effect of player types on the relationship...

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Bibliographic Details
Main Authors: Kimpo, Franco Luis Q., Luna, Julian Raphael C., Sabban, Pio Miguel F., Yap, Juliam Kyrgie D.
Format: text
Language:English
Published: Animo Repository 2022
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Online Access:https://animorepository.dlsu.edu.ph/etdb_dsi/55
https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1109/viewcontent/PC_Video_Game_Industry__Analyzing_the_Moderating_Effect_of_Player2.pdf
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Institution: De La Salle University
Language: English
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Summary:With video games becoming a multi-billion dollar industry, an area of managerial interest would be how the most established game companies generate revenue and retain their customers. In line with this, the study aims to determine the significant moderating effect of player types on the relationship between Monetization Offerings, Challenge, Social Aspect, Player Expenditure, and Player Retention. The review of related literature has shown past linkages between the four main predictors, player types, and player retention. The primary framework referenced in this study is the Octalysis Gamification Framework by Yu-kai Chou and discussed in Hall & Lantz (2017). The findings suggest that the four main predictors independently have a positive linear and significant effect (p0.05) in most cases. The researchers recommend that future researchers utilize other data analysis methods and statistical treatment to deeper analyze the moderating effect of player types. The company’s perspective on the mentioned factors is also viable as this study solely focused on the users’ perception and retention.