Tingco, Ray L.

Relationship between socioeconomic characteristics and consumption on online computer gaming of public high school students in Imus, Cavite / by Ray L. Tingco. - Indang, Cavite : Cavite State University- Main Campus, 2008. - xii, 45 pages : illustrations ; 28 cm.

Thesis (BSBM - - Economics) Cavite State University

Includes bibliographical references.

College of Economics, Management, and Development Studies (CEMDS) College of Economics, Management, and Development Studies (CEMDS)

TINGCO, RAY LANDRITO. Relationship Between Socioeconomic Characteristics and Consumption on Online Computer Gaming of Public High School Students in Imus, Cavite. Undergraduate Thesis. Bachelor of Science in Business Management - Major in Economics. Cavite State University. Imus, Cavite. April 2008. Thesis Adviser: Ms. Luisita A. Marzan.
This study determined the relationship between students' socioeconomic characteristics and their level of consumption on gaming with emphases on the following: (1) socioeconomic characteristics of the students playing online games; (2) the spending pattern of the students on online games; (3) the students' level of consumption on online gaming; and (4) relationship between students' socioeconomic characteristics and their consumption pattern on online games. Purposive sampling with 100 quota sample size was considered in this study. This was conducted in the two public high schools in Imus, namely: General Emilio Aguinaldo National High School (GEANHS) and Imus National High School (INNS). Descriptive correlation and chi-square test were used to determine the relation between the dependent and independent variables.
Results showed a weak positive correlation between consumption and family income, and strong positive correlation between consumption and daily allowance at 1% level of significance. There is also a significant relationship between age, year level and consumption; while no significant relationship was reported to the respondents' gender at 5% level of significance. The study found out that the students' socioeconomic characteristics such as gender, family income, and daily allowance had a significant relationship to their consumption in online gaming activity.



Automation--Economic aspects
Computers--Economic aspects

338.454 / T49 2008