000 02657nam a22003017a 4500
001 T002697
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005 20241113144249.0
008 241113b |||||||| |||| 00| 0 eng d
040 _beng
_cFEU-NRMF MEDICAL LIBRARY
_drda
050 _aSHS 2023 0012 c.1
100 1 _aGaiven GevZaveyT. Barayuga
_eauthor
245 0 1 _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
260 _aQuezon City, Philippines;
_bFEU- Dr. Nicanor Reyes Medical Foundation Institute of Medicine,
_c2023
300 _c28cm
336 _2rdacontent
_atext
337 _2rdamedia
_aunmediated
338 _2rdacarrier
_avolume
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
521 _aTHSH
700 _aGabriel Rey C. Cruz
_eauthor
700 _aGabrieli V. Cueto
_eauthor
700 _aKharl Vincent P. Jampas
_eauthor
700 _aEdson Jacob A. Sanchez
_eauthor
856 _21
_30
_qpdf
_uhttps://library.feu-nrmf.ph/cgi-bin/koha/opac-retrieve-file.pl?id=2be0e3e59db8f2d401cc84d09abfde96
_yClick here for FULL TEXT
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942 _2lcc
_cTH
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