E-sports consumption : an assessment of students gratification / Kevin Rey Pentenio, Gabriel Luis Aya-ay, Roi Sandulan, Jon Marvin Sinchongco, and Mary Grace Manalon

By: Contributor(s): Material type: TextTextPublication details: Manila : National University, 2019Description: ix, 49 leaves : color illustrations ; 28 cmLOC classification:
  • UGT CEAS BPEd .P46 2019
Contents:
Title page -- Approval Sheet -- Acknowledgement -- Dedication -- Abstract -- Table of contents -- List of tables -- List of figures -- Chapter 1. The Problem and its setting -- Chapter 2. Review of related literature and studies -- Chapter 3. Research Design and Methodology -- Chapter 4. Presentation, Analysis, and Interpretation of Data -- Chapter 5. Summary, Conclusion, and Recommendation -- Bibliography -- Appendices -- Curriculum Vitae.
Summary: The main purpose of this study is to assess the levels of gratifications for playing and watching eSports by the student of National University. The secondary purpose of the research is to identify the level of gratifications based on gender of the students. The study promotes and introduce the benefits of identifying the gratifications for eSports consumption. This study provided benefits for the following groups of individuals.
Item type: Thesis
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Research Method : Descriptive Method.

Includes bibliographical references.

Title page -- Approval Sheet -- Acknowledgement -- Dedication -- Abstract -- Table of contents -- List of tables -- List of figures -- Chapter 1. The Problem and its setting -- Chapter 2. Review of related literature and studies -- Chapter 3. Research Design and Methodology -- Chapter 4. Presentation, Analysis, and Interpretation of Data -- Chapter 5. Summary, Conclusion, and Recommendation -- Bibliography -- Appendices -- Curriculum Vitae.

The main purpose of this study is to assess the levels of gratifications for playing and watching eSports by the student of National University. The secondary purpose of the research is to identify the level of gratifications based on gender of the students. The study promotes and introduce the benefits of identifying the gratifications for eSports consumption. This study provided benefits for the following groups of individuals.

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