FACULTY OF LABUAN INTERNATIONAL FINANCE RESEARCH METHODOLOGY

FACULTY OF LABUAN INTERNATIONAL FINANCE RESEARCH METHODOLOGY

FACULTY OF LABUAN INTERNATIONAL FINANCE
RESEARCH METHODOLOGY (GT20303)
SEMESTER II, SESSION 2017/2018
Title of Paper:
INDIVIDUAL ASSIGNMENT
Student’s Name:
MOHD FAIZ BIN SARAWALIH
BG16160666 (HE21)
Date of Submission:
23 MARCH 2018
THE IMPACT OF PURCHASING IN ONLINE GAMING AMONG TEENAGERS
1. Background of the Study
The aim to this research was to examine the impact of purchasing in online gaming among teenagers. Purchasing is the activities required to buy something for goods and services. Online games are the application that entertainment required to the Internet connection such as Massively Multiplayer Online Role-Playing Game (MMORPG). Online games are typically played simultaneously by players who can communicate with one another in real time, cooperating or competing at will CITATION Kir14 l 1033 (Király, 2014). Gamification is a diverse application of game elements implemented by firms in various circumstances to motivate customers for frequent and loyal patronage. CITATION CSh13 l 1033 (C.Shang, 2013)2. Problem Statement
Purchasing in online gaming is the activity that impacts to the purchasing behavior among teenagers. Purchasing behavior through online games leads financial wastage, indirectly encourage online gambling and exposure to greater games advertisement, rewards and gifts. In China, the teenagers have been most frequency addiction playing online games. The effect of teenagers low level of education because most financial wasting in online games CITATION Hua13 l 1033 (Huanhuan, 2013). The impact purchasing of online gaming among teenagers consists non-beneficial financial spending, encouraging massive money scammer and safeness of money security.

3. Significance of the Study
The importance of the research of the impact of purchasing in online gaming among teenagers is to solve spending money activities through virtual online games that non-beneficial as a young age. To solve this problem, the researcher have to create online gaming that consists less money spending, less data usage, tangible entertainment than offline games. The researcher insist that free-to-play games also need to stabilized and existing new strategic idea such to multiplayer mode or play in online.

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4. Research Objective
1.To determine the impact of purchasing in online games among teenagers leads financial behavior
2.To determine the impact of purchasing in online games among teenagers money security
5. Research Question
1.Do the financial behavior impact to purchasing in online gaming among teenagers?
2.Do the money security connected to impact of purchasing in online gaming among teenagers?
6. Expected Contribution
The researcher of the study provides to take the best solution of purchasing in online gaming. The solution from the researcher expect generally contribute impact of purchasing by creating more attractive games that not violent and inappropriate images to the teenagers. This study also explained the money or purchasing during play online games need to high level money security to avoid money scammers.
7. Conclusion
Purchasing in online gaming among teenagers have been research in demographic and money spending in gaming players for adolescent or teenagers. The understanding of the online gaming included psychosocial behavior. In the psychosocial behavior also create loneliness, self-esteem, life satisfaction and social competence CITATION Kow14 l 1033 (Kowert, 2014)
Reference
BIBLIOGRAPHY C.Shang, L. (2013). Abstract. An Understanding of The Impact of Gamification on Purchase Intentions, 1.

Huanhuan, S. (2013). Measures. The Role of Cognitive Distortion in Online Game addiction among Chinese Adolescents, 3.

Király, N. D. (2014). History and Typology of Online Games. Problematic Online Gaming, 1.

Kowert, V. F. (2014). Computer in Human Behavior. Psychosocial Causes and Consequences of Online Video Game Play, 55.

Kowert (2014). Social gaming, lonely life? The Impact of The Digital Game Play on Adolescents’ Social Circles, 3

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