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001 | T002697 | ||
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005 | 20241113144249.0 | ||
008 | 241113b |||||||| |||| 00| 0 eng d | ||
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_beng _cFEU-NRMF MEDICAL LIBRARY _drda |
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050 | _aSHS 2023 0012 c.1 | ||
100 | 1 |
_aGaiven GevZaveyT. Barayuga _eauthor |
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_a The effects of gacha games towards spending bahavior among senior high school students: an embedded sequential research / _b[author]: Gaiven GevZaveyT. Barayuga Gabriel Rey C. Cruz Gabrieli V. Cueto Kharl Vincent P. Jampas Edson Jacob A. Sanchez |
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_aQuezon City, Philippines; _bFEU- Dr. Nicanor Reyes Medical Foundation Institute of Medicine, _c2023 |
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_2rdacontent _atext |
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_2rdamedia _aunmediated |
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_2rdacarrier _avolume |
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504 | _aIncludeas appendix | ||
520 | _aABSTRACT: This study explores the effects of Gacha games on the spending behavior of senior high school students in the National Capital Region. The research aims to investigate what are the reasons why senior high school students spend money frequently on Gacha games and what are the positive and negative effects of these games on their spending behavior. An embedded research design was utilized, and both quantitative and qualitative approaches were used to gather data from respondents. The study's scope is limited to senior high school students in the National Capital Region who play Gacha games and factors such as the money they spent and how frequently they play Gacha games were used as variables. The research reveals that the allure of virtual items and the limited availability of new content creates a powerful motivation for students to spend money on these games occasionally, at least three to six times a year. However, regular usage of money on Gacha games can lead to addiction and impulsive buying, which can have negative impacts on an individual's spending behavior. It is therefore crucial for parents, educators, and game developers to raise awareness and educate students on the potential risks of overspending on these games. Keywords: Gacha games, spending behavior, senior high school students, National Capital Region, factors, occasionally, virtual items, addiction | ||
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_aGabriel Rey C. Cruz _eauthor |
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_aGabrieli V. Cueto _eauthor |
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_aKharl Vincent P. Jampas _eauthor |
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_aEdson Jacob A. Sanchez _eauthor |
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_21 _30 _qpdf _uhttps://library.feu-nrmf.ph/cgi-bin/koha/opac-retrieve-file.pl?id=2be0e3e59db8f2d401cc84d09abfde96 _yClick here for FULL TEXT _1ALL |
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