Play to earn?: Mobile gaming revenue of student gamers in University of Rizal System | Jin Adril L. Chavez, Alexa Paula P. Lunas, Mhac Allen B. Oronan, Mc Ren Riley S. Picones
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TextPublication details: 2025Description: xii, 174 pagesDissertation note: Thesis Bachelor of Science in Business Administration Major in Financial Management University of Rizal System 2025 Summary: This study explores the revenue generation potential of mobile gaming among studentgamers at the University of Rizal System. It examines how students engage with mobile games not just for entertainment but as a potential source of income. The study also challenges common misconceptions that label mobile gaming solely as addictive and detrimental to academic and financial well-being.
By using the application of the Acquisition, Retention, and Monetization (ARM) funnel, the research aims to understand how these strategies influence gaming
behaviors and experiences. Data were collected from mobile gamer respondents
through a questionnaire and analyzed using statistical methods such as frequency and percentage, weighted mean, one-way ANOVA, and qualitative method. The findings of this study address the gap in awareness regarding the potential for monetizing gaming activities among students. This research contributes to a broader understanding of mobile gaming's potential beyond leisure, offering
insights into how students at the University of Rizal System can capitalize on gaming opportunities.
Keywords: ARM Funnel (Acquisition, Retention, Monetization, Mobile Gaming, Student Gamers, Free-to-Play, Pay-to-Play, Play to Earn (PE), Student Gamers,
Monetization Strategies, Revenue Generation
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Binangonan College Library | Not for loan | URSBIN-UGT3543 |
Thesis Bachelor of Science in Business Administration Major in Financial Management University of Rizal System 2025
This study explores the revenue generation potential of mobile gaming among studentgamers at the University of Rizal System. It examines how students engage with mobile games not just for entertainment but as a potential source of income. The study also challenges common misconceptions that label mobile gaming solely as addictive and detrimental to academic and financial well-being.
By using the application of the Acquisition, Retention, and Monetization (ARM) funnel, the research aims to understand how these strategies influence gaming
behaviors and experiences. Data were collected from mobile gamer respondents
through a questionnaire and analyzed using statistical methods such as frequency and percentage, weighted mean, one-way ANOVA, and qualitative method. The findings of this study address the gap in awareness regarding the potential for monetizing gaming activities among students. This research contributes to a broader understanding of mobile gaming's potential beyond leisure, offering
insights into how students at the University of Rizal System can capitalize on gaming opportunities.
Keywords: ARM Funnel (Acquisition, Retention, Monetization, Mobile Gaming, Student Gamers, Free-to-Play, Pay-to-Play, Play to Earn (PE), Student Gamers,
Monetization Strategies, Revenue Generation
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