The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention

The mobile gaming industry now in the Philippines is such a huge hit that more and more people from kids to teenagers started to play. Which means more in-game purchases and with this, the proponents of the research would like to know what drives teenagers to working college students to purchase the...

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Main Authors: Guerrero, Gabriel M., Tejano, Brian Christopher Cruz, Valenzuela, Rafael Antonio Katigbak
Format: text
Language:English
Published: Animo Repository 2023
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Online Access:https://animorepository.dlsu.edu.ph/etdb_dsi/182
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Institution: De La Salle University
Language: English
id oai:animorepository.dlsu.edu.ph:etdb_dsi-1191
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spelling oai:animorepository.dlsu.edu.ph:etdb_dsi-11912023-08-09T00:17:38Z The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention Guerrero, Gabriel M. Tejano, Brian Christopher Cruz Valenzuela, Rafael Antonio Katigbak The mobile gaming industry now in the Philippines is such a huge hit that more and more people from kids to teenagers started to play. Which means more in-game purchases and with this, the proponents of the research would like to know what drives teenagers to working college students to purchase the in-game items in Call of Duty: Mobile - Garena. The main objective of this study is to understand the buying behavior of each player when it comes to purchasing in-game credits for Call of Duty: Mobile - Garena. The research designs that have been used are the following: descriptive research, exploratory research, or causal research designs and correlational. The following variables were specifically investigated in the paper: mobile game addiction, digital innovation, and purchase intention. This has aided the researchers' overall method, which entails analyzing the variables and figuring out how independent variables affect consumers' purchase intentions. The survey will be able to obtain 385 respondents/players wherein everyone is within the required age group (13-25 years old) who’s been playing free to play games for how long. The survey has revealed that digital innovation and mobile game addiction have influenced the decision-making of the respondents in making in-game purchases in Garena Call of Duty- Mobile. 2023-07-11T07:00:00Z text application/pdf https://animorepository.dlsu.edu.ph/etdb_dsi/182 Decision Sciences and Innovation Bachelor's Theses English Animo Repository Video gamers—Psychology Consumer behavior Video game addiction Mobile games industry Marketing Other Business
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Video gamers—Psychology
Consumer behavior
Video game addiction
Mobile games industry
Marketing
Other Business
spellingShingle Video gamers—Psychology
Consumer behavior
Video game addiction
Mobile games industry
Marketing
Other Business
Guerrero, Gabriel M.
Tejano, Brian Christopher Cruz
Valenzuela, Rafael Antonio Katigbak
The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
description The mobile gaming industry now in the Philippines is such a huge hit that more and more people from kids to teenagers started to play. Which means more in-game purchases and with this, the proponents of the research would like to know what drives teenagers to working college students to purchase the in-game items in Call of Duty: Mobile - Garena. The main objective of this study is to understand the buying behavior of each player when it comes to purchasing in-game credits for Call of Duty: Mobile - Garena. The research designs that have been used are the following: descriptive research, exploratory research, or causal research designs and correlational. The following variables were specifically investigated in the paper: mobile game addiction, digital innovation, and purchase intention. This has aided the researchers' overall method, which entails analyzing the variables and figuring out how independent variables affect consumers' purchase intentions. The survey will be able to obtain 385 respondents/players wherein everyone is within the required age group (13-25 years old) who’s been playing free to play games for how long. The survey has revealed that digital innovation and mobile game addiction have influenced the decision-making of the respondents in making in-game purchases in Garena Call of Duty- Mobile.
format text
author Guerrero, Gabriel M.
Tejano, Brian Christopher Cruz
Valenzuela, Rafael Antonio Katigbak
author_facet Guerrero, Gabriel M.
Tejano, Brian Christopher Cruz
Valenzuela, Rafael Antonio Katigbak
author_sort Guerrero, Gabriel M.
title The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
title_short The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
title_full The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
title_fullStr The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
title_full_unstemmed The mobile gaming industry: How mobile game addiction and digital innovation of Call of Duty: Mobile-Garena, affect a players purchasing intention
title_sort mobile gaming industry: how mobile game addiction and digital innovation of call of duty: mobile-garena, affect a players purchasing intention
publisher Animo Repository
publishDate 2023
url https://animorepository.dlsu.edu.ph/etdb_dsi/182
_version_ 1775631111084310528