Professional Documents
Culture Documents
THESIS For Defense
THESIS For Defense
Manalese, Jennifer B.
Universidad de Manila
College of Business
Administration
Manila, Philippines
manalesejen@gmail.com
Abstract
the sales performance and also as a marketing tool of online game sponsorships and game
advertising. Information on the growth of video games is a unique feature of this segment of the
online gaming industry. Where financial and sales performance value of online game
advertising and sponsorships are first introduced. The importance of assessing the effectiveness
of online gaming advertising and sponsorships and need to systematically understand consumer
motivation and market demand for online games are highlighted. The following are some of the
Problem Rationale
1.1 INTRODUCTION
An online game is a video game that is either partially or primarily played through the
Internet or any other computer network available. Online games are ubiquitous on modern
gaming platforms, including PCs, consoles and mobile devices, and span many genres, including
first-person shooters, strategy games and massively multiplayer online role-playing games
(MMORPG). A common trend among online games has been operating them as games as a
service, using monetization schemes such as loot boxes and battle passes as purchasable items
atop freely-offered games. Online gaming has drastically increased the scope and size of video
game culture. Online games have attracted players from a variety of ages, nationalities, and
occupations
Due to the different facets of online gaming specifically MOBILE LEGEND and the
On a global level and is therefore an interesting industry to look at from a marketing and
advertising point of view. A lot of companies from a wide range of industries, which are looking
for investment opportunities, are now trying to find their entry into the dynamically growing and
continuously forming online gaming sponsorship through TV advertisement like the telco
company SMART to support online gamers and to also increase their sales performance and
revenue.
Advertisements create revenue streams by displaying content to the viewer. This entails
ad formats such as live streams on online platforms (e.g. Facebook or YouTube gaming), in-
between game ads or ads shown on broadcasting media. It is also expected that new brands,
especially non-endemic brands, will enter and further invest to drive the growth in sponsorship
revenues in the coming years. Advertising generates the second highest revenues and is expected
to grow.
In addition to that, the article released by one the projection made by Cebuano
entrepreneur Michael Cubos, founder of Monarchs Esports, an online gaming management firm,
in a press briefing. Monarchs is looking to develop the eSports ecosystem in Cebu by helping
professional and amateur players come together as the advent of livestreaming and sponsorships
The online gaming industry is seen to be a potential source of income for the locals by
joining local and international tournaments, Cubos said. Cubos underscored the growing
potential support of the local governments to eSports enthusiasts, citing a number of politicians
here sponsoring tournaments. While the industry is on track on its vision for development, he
cited the importance of the government's role to unlock the industry’s potential economic
globally.
In the Philippines, it is slowly gaining attention given its skyrocketing revenues from
advertising, sponsorship, and media rights to competitive video gaming. Video games have
broken into mainstream social media platforms like Facebook. Celebrity streamers and
professional gamers with thousands of followers play video games like Mobile Legends on live
video streams. With the launch of The Nationals, the first franchise-based electronic sports
league in the Philippines, sponsored by the MVP Group of Companies, eSports as a billion-peso
industry is starting to take shape in the country. In Cebu, Cubos said much can still be done to
further develop the eSports industry by supporting video gaming athletes reach the international
arena.
That is one of the goals of Monarchs: to have a professional management group to unlock
the potential of the eSports enthusiasts. Online gaming teams joining tournaments could earn as
high as PHP20,000 for local competitions and as high as PHP200,000 to a million for
international tournaments, he said. In 2017, the Philippine Games and Amusement Board, which
is under the Office of the President, gave legitimacy to eSports as an officially recognized sport
and allowed professional eSports players to secure athletic licenses, which gave eSports players
eSports was highlighted when the Philippines hosted the 30th Southeast Asian Games which
Nowadays, people are starting to use the internet to promote their brands and at the same
time, online games have become extremely popular among the young generation. In the nature of
Filipinos, we somehow nurtured the aspects of advertisement in sales performance in by the
online gaming sponsorship. Online games sponsorship is a rapidly evolving communications
platform at a fledgling stage for sponsorship-linked marketing. The complex and involving
nature of the phenomena offers new research opportunities and the potential for innovative
marketing strategies. The Internet presents the opportunity to combine aspects of traditional
event/activity sponsorship and media sponsorship innovatively and to extend marketing strategy
in new directions.
For our industry, this is an exciting time. There are many students just starting out in
sports marketing and sponsorship who are trying to figure out what they should do next. So what
is the importance of online gaming sponsorship? The importance of having this in industry is as
follows:
In contrast to traditional media, sports marketing is freely embraced and open to interpretation.
The sponsors hire a marketing and PR staff to promote their athletes and acquire exposure, from
defining their viewers and target audience to motivating them on social media. Because certain
athletes are well-known around the world, they project a celebrity image that advertises their
official sponsor's services immediately. Despite the fact that sports marketing necessitates a large
promotional expense, significant firms are willing to test their ideas due to the high likelihood of
success. Due to their symbiotic nature, the sports team sponsored by a certain brand becomes
Sponsorships in sports and business are inextricably linked. Many businesses devote a
portion of their marketing and public relations resources to supporting great athletes and teams.
The credibility and performance of your firm can have an impact on the sports team or group
you're supporting, and vice versa. When picking a club to sponsor, there are various aspects to
consider because it might have an impact on your company's sales and business strategy. Ensure
that the organization reflects your company's ideals, from examining the fan base to determining
revenue generating. Although some companies prefer to become formal sponsors of particular
Sports partnerships usually assist a team or player in every way possible, from supplying
them with necessary equipment to covering their travel fees. Financial sponsorship is the most
prevalent sort of assistance supplied by medium and large businesses that are able to provide
financial support for their athletes at important tournaments. Certain gamers become official
brand ambassadors, actively promoting the firm in exchange for monetary compensation. Small
businesses with limited resources partner with athletes to supply training equipment, sunglasses,
sports drinks, and other necessities during the game. In exchange for a compensation, an athlete
is partnered with a company that requires them to use their social media to promote the firm's
services.
Companies and sponsors frequently seek for talented and confident athletes to represent
them. Athletes can focus on increasing their caliber rather than worrying about funding, which
can lead to improved performance and confidence. To keep their sponsors satisfied, all they have
to do is perform well and provide consistent results. If they continue to perform well, they may
be offered a permanent or lifetime contract with specific sponsors. Other corporations may
examine the same players for sponsorship offers in the near future as they notice the current
Nearly every single sport has a large fan base that comes together to create a pleasant and
passionate atmosphere during game time. Businesses want to seize these opportunities to gain
attention and promote their products or services. The greatest approach to do so is to create a
reputation by sponsoring well-known clubs or sportsmen. The businesses can also access a large
spectrum of audiences all across the world. As previously stated, celebratory teams and
sportsmen may turn a brand into an asset, especially following a string of triumphs. In addition to
promoting and selling products under their athlete's name, sponsors generate additional cash.
Companies expect high outcomes since they put a lot of money behind a single
team or player. However, if the team or athlete regularly underperforms, the sponsors may
withdraw their support or demand full reimbursement to avoid a big loss. This puts pressure on
the athlete, which might cause their performance to degrade even more. However, this has been
an unusual occurrence, with the majority of sponsors encouraging sports teams to reach promised
deliverables to date. Athletes are sometimes required to attend press conferences and promote
their sponsors on social media. As such, the online game’s audience is growing by the number
these days; hence advertisers and companies will benefit greatly when the brand is exposed to
such a target market. Gamer’s eyes are glued on the screen mostly every time. Thus,
advertisements will not bother them as much as long as they can play their desired games. If
these gamers are the brand’s audience, then sales are really expected to skyrocket, provided that
the advertisements are somehow engaging and do not seem annoying to its viewers.
The one clear thing is that gaming is on an upwards trend. In many ways, the medium is
replacing social media as the primary place where young users congregate online. That is good
news for advertisers since the gaming environment is also less convoluted than social media,
making it an ideal, clean format in which ads can be impactful instead of getting lost and scrolled
past in a never-ending social feed. More and more games have been developed lately, and brands
are hungry for more market share. Thus, leaning towards such an advertisement would be highly
an enormously important topic that has been little explored in academia. ESport is growing
internationally, mainly due to the easy access to technology, but also as a response to access to
different competitions on the part of the general public, and especially youth.
The emergence of eSports onto the media scene has led to the inclusion of a new
need new platforms to connect with their customers, especially among the youngest target groups
of consumers of other media and media that is less commonly used for conducting
communication campaigns.
The purpose of this study is to create awareness regarding the Impact of Online Gaming
the effect that eSport sponsorship has on the health of a brand sponsoring a competition.
The MPL-PH Season 5 is powered by Smart. With its commitment to empowering the
Filipino mobile gaming community, Smart offers GIGA GAMES, a specific data pack for
gaming which comes with Games All Day to access Mobile Legends: Bang Bang and more.
Smart’s partnership with MPL-PH further reinforces its continuous support for the country’s
mobile gaming scene by providing a better mobile gaming experience to gamers and fans. With
an overall SMART Communication aim of increased sales and profitability, sponsorship serves
two main purposes. To increase brand awareness and establish, change, or strengthen the image
of the brand. These two processes are primarily achieved through a frequent and sustained
presence of the brand alongside the sponsored be it on billboards at a sporting event or brand
adverts featuring a sponsored athlete. However, for ultimate value, brands and talent must co-
create in a much more intimate manner. The creation of something new embeds the relationship
Video games are a type of media that is frequently related to negative implications for
health. However, they are a best condition of stress reduction as well as a mechanism for
improving mental health and learning cognitive skills when games are played in moderation and
degree distinct from that of typical board games and other modes of entertainment, they are
interactive and immersive. The player consciously adds to the amount of enjoyment he/she gets
from this medium and is hence more involved in the video game elements and able to participate.
A major element in the results of games is also the amount of play time. While unnecessary
playtime can have negative effects, it can be safe, enjoyable, and informative to play in
moderation. The aim of this is to build a bond or association between the sponsor and the
sponsored. In doing so, the characteristics associated with the sponsored property can pass the
relation back to the sponsor so if a brand is promoting a very famous online games team, they
expect that they can either pass or attach the positive qualities tagged to that team. In this way,
when evaluating sponsorship options, emotional affiliation is the most important aspect to
of the funded property to the supporter. In doing so, the good thoughts that customers currently
have about a brand would make them more likely relative to rivals to purchase the brand.
Even though you're a modest business owner, you can find the right kind of sponsorship
and strike a deal with a prospective player. As previously said, you can simply sponsor the
training equipment or enlist your athlete in an affiliate program. Whether you're an athlete or an
entrepreneur, choose the right partner to help you promote each other and gain reputation. A
positive relationship can also be found between experiential marketing (sense, feel, think, act,
and relate) and customer satisfaction (Zena and Hadisumarto, 2013). The activation of
experiential sponsorship in this study allows customers to get the sponsor's products (e.g.,
apparel, towels, and other outdoor equipment) ahead of time and test the quality of the products
during a sporting event. As a result, we believed that participant satisfaction would be influenced
not only by the sporting event's service quality, but also by the experience with the sponsor's
products.
H1a: Sponsorship understanding in the category of sports has a favorable impact on sponsor
awareness.
H1c: The intention to acquire Sponsors' items is positively influenced by corporate image.
H2a: Experiential marketing activation has a beneficial impact on participants' satisfaction with
sponsorship events.
H2b: Experiential marketing's activation has a favorable impact on the sponsoring company's
brand equity.
H2c: Experiential marketing has a beneficial impact on participants' purchase intentions for the
It is widely known to have advertisements that uses mobile games and sports tournament
2. What kinds of online gaming sponsorship as advertisement will reach the target audience of
the brand?
3. What are the advantages of using online gaming sponsorship as an advertisement tool over the
5. Is there any association between the audience of online gaming, and those of the advertised
brand?
1.4 Objectives
1. To determine whether sponsoring an event boost the name of the company and helps the
2. To know if sponsoring an online gaming tournament helps smart telco in increasing its sales.
3. To find out whether online gaming tournament will build trust and loyalty for the company.
4. To check whether sponsoring online gaming is the best strategy to get more viewers. If this
method was not an option, would it be possible to still get more viewers and boost sales.
5. To see the difference between using other forms of advertisements and using sponsorship.
consideration and the practical one. Theoretically, it is expected that this research provides
valuable contribution to the study of Sociolinguistics. It will provide more examples of registers
1. To the students - this research study acts as a guide and reference for the student who create
the research paper. thus, it allows student to improve their understanding on what are the Impact
2. To the players of online games - Online gaming has become a significant part of people’s
lives, and one of the most popular platforms for this is mobile, especially who are playing this
game. the communication skills also improve which opens the door to further maturity. The same
applies when you’re on the Internet and real life. When you achieve something, that usually
means that you’ve done a lot of effort, work, and thought on that specific goal which broadens
sponsoring online games, sponsorship is a great way to increase the competitive advantage by
enhancing the brand, reputation and popularity of business by promoting activities that your
target market considers attractive. Most of these sponsorships allow these companies to boost
4. To future Researcher - This will be important for future researchers as a whole as it can be
FIGURE 1
GAMING STRATEGY
to grow revenue or sales performance for a business through developing new products and
program in exchange for specific promotional benefits. At its core, sponsorship is an exchange of
the favorability sponsorship delivers can give a business a competitive edge that goes beyond
product and price. Increasingly, businesses of all sizes are striving to balance profit with
purpose through sponsorship and other socially responsible marketing. The study focused on
what are the impact of online gaming sponsorship as advertisement on a sales performance it
will be gather through surveys and questionnaires that will be answered by the respondents, and
to be use as a reference of the data. As such, there are attempts to make these activities more
effective by leveraging them using advertising, sales promotions the data will only cover on
what are the impact of online gaming sponsorship as advertisement on a sale. Sponsorship is
when a company commits money or resources to a nonprofit event or program in exchange for
specific promotional benefits. At its core, sponsorship is an exchange of money for services.
The favorability sponsorship delivers can give a business a competitive edge that goes beyond
product and price. Increasingly, businesses of all sizes are striving to balance profit with
generally accepted.
production.
activity.
9. Streamer – a person who broadcasts his or herself in real time while playing video
12. Esports – a multiplayer video game played competitively for spectators, typically by
professional gamers.
13. Investment – the action or process of investing money for profit or material result.
14. Moonton – Chinese video game developer and publisher based in Shanghai, China.
15. Game Developer – a video game developer is a software developer specializing in video
game development
contains different sources that the researcher gains from books, journals, magazines, internet and
2.1.1 How About Playing Games as a Career? The Evolution of E-Sports in the Eyes of
This paper examined the media and public relations coverage of e-sport in China over a
17-yr period, focusing on how the representations of e-sport as a fast-growing industry have
changed in China during that time. With the theoretical underpinning of media framing, the study
used content analysis and examined 400 e-sport-related reports. Specifically, it investigated the
tone of coverage, the topic emphasis of e-sport-related stories, and the use of jargon and statistics
in the reports. In general, findings indicated that both mainstream media and public relations
gradually covered e-sport issues in a more positive way as time went by. Similar to reporting on
traditional sports, the topic emphasis changed from nongame issues to player and team
performance in the contemporary climate. The findings highlight the importance of live-
streaming platforms in e-sport development and suggest that more traditional-sport-styled media
coverage of e-sport might benefit the industry. Finally, the study calls for an evaluation of media
e-sport coverage in different cultural contexts and comparisons between e-sports and traditional
sports’ representation in the contemporary media climate. ( Jue Hou, Xiaoxu Yang, and Elliot
Panek. 2019)
https://journals.humankinetics.com/view/journals/ijsc/13/1/article-p1.xml?
rskey=2enlV1&result=4
2.1.2 Competitive video game play – also known as esports
Has come a long way from its humble origins in arcades and personal computer (PC)
cafes, having evolved into a multibillion-dollar global industry today. Despite its allure for
aspiring professional players – and opportunistic investors – the world of esports remains
misunderstood by many. In this chapter, Orme offers an overview of the global esports industry
while engaging with some key debates surrounding esports, from what “counts” as esports to
mounting concerns about cheating and corruption. The chapter begins with a discussion of what
constitutes esports, followed by a brief description of the various league and team systems that
permeate much of esports and how professional players fit into that landscape. From there, Orme
discusses some of the major social issues related to esports, such as a professionalization of
video game play and esports’ symbiotic relationship with video game live-streaming. Finally,
Orme homes in on the physical and mental impacts that esports are already found to be having
on its players, from anxiety and burnout to athletic injuries. (Stephanie Orme, 2020)
https://www.taylorfrancis.com/chapters/edit/10.4324/9780429351815-6/playing-win-stephanie-
orme
The popularity of eSports has skyrocketed recently, prompting increasing academic attention.
However, reflecting the male-dominated reality of the eSports industry, most research is focused
on men. Decades of research on gender in the context of technology and computer gaming
present a valid cause for concern regarding how women and other minority individuals in these
settings have been and remain oppressed. This article presents a traditional narrative review of
how the theoretical concept of hegemonic masculinity is used to understand gendered power
inequalities in eSports in the research literature. The review reveals that research that focuses on
gender and eSports revolves around three main themes: (1) issues of the construction of
masculinity, (2) online harassment, and (3) negotiations of gendered expectations. Based on a
discussion of gendered power inequalities within these themes, the review concludes that
although eSports and traditional sports are clearly different, they discursively link masculinity,
athleticism, and competition very similarly. This has significant implications for women and
minority players, which in turn calls for more research on how masculinity is regaining
dominance despite the increasing participation of girls and women within eSports (Egil Trasti
Rogstad, 2021)
https://www.tandfonline.com/doi/full/10.1080/16138171.2021.1930941
2.1.4. Pre-Empting the Competition: How Do Shareholders View Sponsorships in the Sport
Apparel Industry
Gaining exclusive sponsorship rights to international football club apparel has become
increasingly competitive, resulting in larger deal values. The first objective of this study was to
analyze the effect of kit sponsorship announcements on the underlying value of sponsoring firms.
Utilizing event study analysis, we found that firms announcing kit sponsorships experience
negative abnormal returns. This finding may not be surprising given the fierce competition for
obtaining valuable, scarce marketing space and the well-known winner’s curse. The second
objective was to shed further light on the value of kit sponsorship deals by conducting a novel
test in which we analyzed a subset of sample observations where the kit sponsorship changed to
a new sponsor. We found that firms may be willing to overpay for sponsorships to pre-empt their
direct competitors from obtaining valuable, scarce marketing space. Firms losing a pre-existing
sponsorship to a direct competitor experience large negative abnormal return. (Adrien Bouchet,
https://journals.humankinetics.com/view/journals/jsm/31/3/article-p275.xml?
utm_source=TrendMD&utm_medium=cpc&utm_campaign=Journal_of_Sport_Management_Tr
endMD_0&content=contributor-notes
knowledge, the first comprehensive database of corporate accelerator programs across the globe.
On the basis of this resource, I propose a definition for corporate accelerators and show that they
follow the same basic principles as non-corporate accelerators. Further, I provide evidence that
corporate accelerators have been growing considerably over the past few years and have reached
a level of presence close to that of corporate venture capital funds. While growth has been
slowing down recently, I argue that corporate accelerators are well-suited to becoming a
permanent element in the startup ecosystem and that they are likely to capture market share from
show that corporate accelerators are more frequently sponsored by large, information-related
firms that are also investing corporate venture capital. This study provides first indications that
corporate accelerators are not likely to deliver direct operating profits to the sponsoring firms.
select portfolio firms to help them innovate along their supply chain and distribution channels or
to provide them with strategic gains in the marketplace. (S.M. in Engineering and Management,
As esports gain popularity, and in some cases surpass the viewership of traditional sports
(Lynch, 2017), they create opportunities for studying people and systems on a massive scale.
Research around esports, however, is in its nascency. Establishing a foundation for interested
researchers, we review the academic esports literature published before spring 2018. The work
comes from many fields that historically have not been in conversation with one another, yet we
find numerous areas of common interest. In this article, we describe the methods we used to
collect literature, summarize the research in each field publishing academic literature on esports,
https://www.researchgate.net/publication/332444877_Esports_Research_A_Literature_Review
The development of Mobile Legends began after the successful launch of Magic Rush:
Heroes. The game is developed and published by Moonton, a video game developer and
publisher from China. It was released in 2016 and gained massive popularity in Southeast Asia.
However, the game’s release faced a lot of hiccups due to lawsuits filed by Riot Games and their
parent company, Tencent. Before the lawsuit, Riot had even contacted Google to get the game
removed from their Play Store. However, Moonton themselves removed the game and
relaunched it with the new name ‘Mobile Legends Bang Bang’. According to a report by Sensor
Tower, the game surpassed the lifetime revenue of $500 million by the end of 2019.There are
only two Chinese games that are included in the list of applications banned by the Indian
government. One of them is ‘Mobile Legends’ and the other is ‘Clash of Kings‘. Elex Wireless, a
http://ipsnews.net/business/2020/06/30/mobile-legends-tracing-the-origin-of-indias-
banned-game/
esports through different levels of analysis. Cognitive scientists are looking at the performance
of individual players, who may or may not be nested in teams, and aim to identify constructs
previously explored outside of esports that correlate with higher skill levels in competitive play.
Huang and colleagues (2017), summarized in the Esports within the Disciplines: Cognitive
Science section, exemplify this approach relying on practice, routine, and habit formation
literature from contexts as disparate as construction work and chess to understand expert SC2
https://www.researchgate.net/publication/332444877_Esports_Research_A_Literature_Review
This study explored how women game live streamers in Singapore and the Philippines
make sense of their presentation of self as performers and gamers in a medium dominated by
Western games, performers, and platforms. We conducted six in-depth interviews guided by
issues such as audience connection and maintenance, the difficulties of presenting their own
femininity, and the influence of being Singaporean, Filipina, and Asian on their success as
performers. We discuss directions for study that further explore gaming and streaming as a form
of cultural labor in Asia. (Alvarez, Katrina Chen, Vivian Hsueh Hua, 2021)
https://scholarspace.manoa.hawaii.edu/handle/10125/70960
2.2.2 From Physical Recreation to Digitisation: A Social History of Children’s Games in the
Philippines
This study aimed to examine aspects of validity and reliability of the Test of Gross
Motor Development-2 (TGMD-2) in Filipino children with intellectual disability. Content and
construct validity were verified, as well as inter-rater and intra-rater reliability. Two pediatric
physiotherapists tested 81 children with intellectual disability (mean age = 9.29 ± 2.71 years) on
locomotor and object control skills. Analysis of covariance, confirmatory factor analysis and
analysis of variance were used to test validity, while Cronbach’s alpha, intra-class correlation
coefficients (ICC) and Bland–Altman plots were used to examine reliability. Age was a
significant predictor of locomotor and object control scores (P = 0.004). The data fit the
hypothesized two-factor model with fit indices as follows: χ2 = 33.525, DF = 34, P = 0.491,
χ2/DF = 0.986. As hypothesized, gender was a significant predictor for object control skills (P =
0.038). Participants’ mean scores were significantly below mastery. (Charita Arcangel Delos
Reyes. 2016)
https://academic.microsoft.com/paper/3106879935/citedby/search?q=From%20Physical
%20Recreation%20to%20Digitisation%3A%20A%20Social%20History%20of%20Children
%E2%80%99s%20Games%20in%20the%20Philippines&qe=RId
%253D3106879935&f=&orderBy=0
This study explores the relationship between principles of distributive justice (DJ) and the
durability of negotiated agreements. Sixteen peace agreements negotiated during the early 1990s
were coded for the centrality of each of four principles of DJ – equality, proportionality,
compensation, and need – to the core terms of the agreement. The agreements were also assessed
on scales of implementation and durability over a five-year period. Another variable included in
the analysis was the difficulty of the conflict environment. These data were used to evaluate
three sets of hypotheses: the relationship between DJ and durability, the role of the conflict
environment, and types of DJ principles. The results obtained from both statistical and focused-
comparison analyses indicate that DJ moderates the relationship between conflict environments
and outcomes: when principles of justice are central to an agreement, the negative effects of
difficult conflict environments are reduced; when principles are not central, the negative effects
of difficulty are heightened. These relationships are accounted for primarily by one of the four
DJ principles – equality. Implications of these findings are discussed along with a number of
%3A%20internal%20negotiations%20in%20the%20Philippines&qe=RId
%253D2976477944&f=&orderBy=0
2.2.4 Online learning with games: The university of the Philippines Open University setting
The University of the Philippines Open University (UPOU) has looked into the
incorporation of virtual environments and serious games as learning tools in its academic
programs. Ideas and exploratory work abound in many educational institutions. But there are
challenges that must be overcome, in order to gain acceptance. A survey in the Bachelor of Arts
in Multimedia Studies (BAMS) program revealed three basic points. First, with a very small
number of exceptions, students in the program are already knowledgeable with a variety of video
games. Second, access to high quality equipment and Internet connectivity is a problem for some
learners in UPOU. Lastly, there remains a small, but significant group of people expressing
skepticism over the use of games in their courses. The deployment of an online pilot course on
the use of games in education highlighted the above-mentioned issues. But satisfactory learning
outcomes were still achieved through finding solutions to the issues, particularly with the
provision of multiple game options to achieve learning objectives and the establishment of a peer
support group within the class that can help students not just with technical, but also gameplay
issues. Despite the apparent success, employment techniques must continue to be refined. A
model that can specially cater to the situation UPOU deals with can also be invaluable when
attempting to adopt games as a learning tool in more courses. In relation, as this focused on
students, succeeding studies should also pay more attention to the side of the faculty. Lastly, the
apparent skepticism of some students alludes to the need for nurturing a gaming culture within
the UPOU community, or at least among those who will be affected should the university adopt
games more pervasively. This study aims to find ways to address these issues. (Al Francis D.
Librero. 2013)
https://academic.microsoft.com/paper/2543925302/related/search?q=Online%20learning
%20with%20games%3A%20The%20university%20of%20the%20Philippines%20Open
%20University%20setting&qe=Or(Id%253D2554417846%252CId%253D1514214053%252CId
%253D291597033%252CId%253D2187582027%252CId%253D2614083691%252CId
%253D44657489%252CId%253D2155096176%252CId%253D1511408772%252CId
%253D2118328465%252CId%253D2337736182%252CId%253D2083925149%252CId
%253D2015880851%252CId%253D2811270645%252CId%253D3190274796%252CId
%253D330247885%252CId%253D325477141%252CId%253D1983864609%252CId
%253D2164128574%252CId%253D2161845810%252CId%253D1892827097)&f=&orderBy=0
2.2.5 Residents’ Perception towards Hosting the 2019Southeast Asian Games: Is the
Sport tourism has been identified as one of the most important industries of recent years.
Research about Philippine sport tourism, however, is scarce. The aim of the present investigation
was to assess residents’ perception on the impact of hosting an international sports event on their
community. A previously validated impact questionnaire was used in this study. The respondents
were 262 (Males, n=47%; Females, n=53%) residents of the different cities hosting the 2019
Southeast Asian Games (SEAG) in the Philippines. They were generally well-educated (87%), of
prime working age (68%), average earners (76%), physically active (61.3%), and watched sports
(51%) using mobile devices (59%). The results revealed that the respondents (81.3%) generally
support the present SEAG. The majority agree that the event would signal urban development
(77.8%), develop positive socio-psychological benefits (84%) such as civic pride but also bring
about negative consequences (57.6%) such as overcrowding and traffic congestion. There is
general ambivalence about the positive outcomes outweighing the negative ones. Among the
demographic variables, age (p=0.002), gender (p=0.004), income status (p=0.027) and media
preference (p=0.018) have significant effects on the respondents’ support for the event. Although
there is general support for hosting the international sports event, the respondents’ general
perception was marred by domestic issues related to corruption, environmental destruction and
https://academic.microsoft.com/paper/3003606415/related/search?q=Residents
%E2%80%99%20Perception%20towards%20Hosting%20the%202019Southeast%20Asian
%20Games%3A%20Is%20the%20Philippines%20asa%20Developing%20Country%20Ready
%20for%20Sport%20Tourism%3F&qe=Or(Id%253D2258570959%252CId
%253D2803512620%252CId%253D2384512054%252CId%253D2977193487%252CId
%253D2163223818%252CId%253D2776584329%252CId%253D2904675472%252CId
%253D2124978882%252CId%253D2971408319%252CId%253D2049114998%252CId
%253D2151087682%252CId%253D2051289904%252CId%253D2331255819%252CId
%253D1954478399%252CId%253D1547474963%252CId%253D2491014270%252CId
%253D3115055633%252CId%253D2950857179%252CId%253D2178675811%252CId
%253D2399846757)&f=&orderBy=0
Although online gaming has become a popular online activity in the Philippines, one
factor that limits a smooth gaming experience is the user’s internet connection. Across the Asia-
Pacific region, the Philippines had the slowest broadband connection. Getting an internet service
provider that provides fiber internet would provide a better internet experience among the online
community. One company that has this service is CONVERGE ICT Solutions Inc. and was
ranked the second-best ISP based on its internet download speed as of June 2020.
https://www.statista.com/statistics/1133451/philippines-popular-gaming-platforms-games-
market/
In a recent survey conducted in the Philippines, an average online gamer spends between
one to two hours on online gaming daily. As a result, a vibrant video game culture has emerged
among Filipino gamers, with some of them opting to play in a bigger scope and audience. While
some prefer streaming on social media platforms, others have taken it to a higher level and
competed internationally. Recently, the Philippines has been recognized as one of the fiercest
strategy (RTS).
https://www.statista.com/statistics/1117028/philippines-top-filipino-gamers-and-streamers-by-
number-of-followers/
The success of Mineski only underscores what many of competitive gaming’s supporters
have been saying over the years: there is a market for competitive gaming in the Philippines, and
it’s only growing larger. Filipinos have been competing in international esports competitions for
years, and growing support only means bigger rewards. Esports has been further legitimized by
the Gaming and Amusements Board (GAB) of the Philippines, which under the Office of the
President allowed gamers to secure athletic licenses starting August 2017. This is one part in a
wave of rising support for esports athletes in the Philippines, including the addition of five
esports games in the SEA Games to be held in Manila. Despite the infancy of esports in the
country, the Philippines has seen moderate success on the international stage. In 2016 the
Philippine team TNC Gaming took out European heavyweights OG, who were widely
considered to be one of the top 5 European teams. This, along with the general enthusiasm
Filipinos have shown when it comes to online gaming, proves that the country is fertile land for
esports growth.
https://daydreaminginparadise.com/game-on-esports-in-the-philippines/
Bam (2019) Smart Communications Inc. is powering Siklab Saya, it’s a nationwide
gathering and tournament for Mobile Legends: Bang Bang, happening from November 2019 to
January 2020. Covering at least eight key venues nationwide, Siklab Saya is shaping up to be the
biggest ML gathering in the country, bringing the game closer to Filipino fans.
With Php20 million worth of prizes up for grabs, thousands of Mobile Legends fans are
expected to troop to Siklab Saya venues and celebrate the mobile arena game, test their skills
Siklab Saya is powered by the awesome GIGAfied gaming experience only Smart Giga Games
provides. With Smart Giga Games 99, subscribers get 2GB open-access data and 1GB of Games
All Day for nonstop Mobile Legends and other top mobile games valid for seven days! Simply
https://www.google.com/amp/www.adobotech.net/smart-powers-siklab-saya-mobile-legends-
contest-in-ph/amp/
Chapter 3
RESEARCH METHODOLOGY
This part of the study discusses on the methodology on how will the researchers gather
and compute data to differentiate the variables and the range on how many people are playing
mobile games and how many persons can reach by sponsoring an online game as advertisement.
Using the conducted survey, questions are prepared to disseminate the variables to know how
will sponsoring the online gaming give benefits on sales performance. This chapter consist of
four parts that includes Research Design, Sample and its Settings, Data gathering procedure and
Statistical Treatment.
approach. We use this method to know the range of our target and understand people beliefs,
attitude, behavior and interaction about the specific study. Using this method, we, the researchers
is expected to build exploratory research so that we can explore on how will the sales affect if we
will sponsor the online gaming as an advertisement. The goal of this design is to find an idea that
can improve the sales performances and this paper indicates that we will test if sponsoring an
Station of LRTA Line 1 and is near at SM Manila and Manila City Hall. The respondents are 50
students of UDM that are playing online games like Mobile Legends .
The researchers want to conduct a face-to-face interview with the respondents for them to
gather the data using surveys and observations but eventually, a nationwide pandemic so it is
hard to conduct a face-to-face interview because we need to comply to the AITF guidelines and
protocols to prevent the widespread of covid-19. So, we use online Questionnaire and online
surveys as a Research instrument so we will be able gather data virtually. The researchers had
allotted vigorous time, effort and cooperation in developing their questionnaire so as to serve it’s
intended respondents. The survey was created using suitable questions modified from related
research and individual questions formed by the researchers. The respondents of this study will
be the Mobile Legends BangBang players and gamers of the students of Universidad De Manila.
These respondents are the ones who are knowledgeable enough to answer the questionnaire that
The researcher used Google Form to determine if the respondent agreed or disagreed in a
statement. After that the researchers send it through email to the 50 respondents of ML Player or
online gamers of Universidad De Manila. Participants were given time to respond and then the
researchers collected the online survey form. The data gathered from this research instrument
were tallied for interpretation according to the frequency of items checked by the participants.
3.4 STATISTICAL TREATMENT
This part interprets the equations and formulas to analyse the data we collected from the
analysed with the data requirements of the study. Descriptive statistics such as frequency count;
Percent; to know the partition of the answers and Rank; to determine the hierarchy of the
answers.
To know if there is a correlation between the independent and dependent variables Person
Product Moment of Correlation was utilized with 0.05 level of significance. Researchers will use
to translate the data to determine the percentage, usually for data on profile (e.g sex,age etc.)
Formula: = FN x 100
Where: % = Percentage
F= Frequency
N = Number of Respondents
The study also used Pearson-R Correlation to determine the impact and true effect of the
two variables described in the title.
CHAPTER 4
This chapter provides Data analysis and interpretation of data that the researchers
collected thru the survey conducted. It shows Tables and Graphs to explain the participants'
Performance.
Table 1
F %
Gender
Male 32 64%
Female 18 36%
Total 50 100%
Age
15-20 9 18%
21-30 39 78%
31-40 2 4%
41 and above 0 0%
Total 50 100%
Among the 50 respondents, 32 or 64% are male and 18 or 36% are female.
Among the 50 respondents, 9 or 18% belonged to 15-20 years old, 39 or 78% belonged to 21-30
Among the 50 respondents, 7 or 14% are using DSL (Digital Subscriber Line), 30 or 60% are
Table 2
Customer Awareness
F %
Do you play online games?
Yes 48 96%
No 2 4%
Are you aware of online games
Total 50 100%
advertisements?
IfYes
yes, what online games are you playing? 47 94%
No 3 70%
6%
Mobile
Total Legends Bang Bang 3550 100%
Are you aware of online games sponsorship? 20%
Call Of Duty Mobile 10
Yes 42 84%
10%
No
Valorant 58 16%
Does online gaming sponsorship affect your
Total 50 100%
decision
What making
gadget in choosing
do you online
usually use games?
to play your
Yes 25 50%
No
favorite online game? 25 50%
Total 50 100%
84%
Smart Phone
If yes, how does it affect your decision 42
0%
Tablet or Ipad
making? 0
Greatly affect 11 16%
22%
PC or Laptop 8
Somehow affect 16 32%
Does not affect at al
Total 5023 46%
100%
Total website do you visit to know about the
What 50 100%
What payment gateways do you use to pay for
latest game trends?
your game upgrade 78%
Gcash
Facebook 3949 98%
None 1 2%
0%
Twitter
Total 0 50 100%
0%
Instgram 0
Youtube 6 12%
Google 5 10%
Total 50 100%
What are the factors you’re considering in
Total 50 100%
Table 2 indicates the awareness of the respondents about online gaming sponsorships.
Online gaming sponsorship is being used as an advertisement in the gaming industry. It involves
paying good gamers and those who have a large audience to play video games. This table
identifies how advertisements on online gaming have an impact on the buying behavior of
consumers.
Graph 1
Table 1 shows that 94% of the respondents feel that sponsoring an Online Game is the best
strategy to get more viewers, while 6% feel that sponsoring an Online Game is not the best
effective, while 54% think that sponsored content is effective. 18% of the total respondents do
not support either side of the statement, and 2% of the total respondents said that sponsored
content is ineffective.
The table shows that 38% of the total respondents think that the impact and effect of
online gaming sponsorships on gamers are highly significant, while 44% of the total respondents
agree that the impact and effect of online gaming sponsorships on gamers are significant. 14% of
the total respondents are not supporting either side of the statement. 2% of the total respondents
said that the impact and effect of online gaming sponsorships on gamers are not significant, and
2% of the total respondents said that the impact and effect of online gaming sponsorships on
The table shows that 34% of the total respondents think that the image and equity of the
sponsor affect the overall popularity and general impression towards the gamer have a huge
impact while 42% of the total respondents say that the image and equity of the sponsor affect the
overall popularity and general impression towards the gamer have sentiment towards the image
and equity of the sponsorship. 20% of the total respondents are not supporting either side of the
statement. 4% of the total respondents said that the image and equity of the sponsor affect the
overall popularity, and general impression towards the gamer have discordance to the image and
equity of the sponsorship. In addition, 0% of the total respondents said that the image and equity
of the sponsor affect the overall popularity, and general impression towards the gamer has no
impact at all.
How
effective Not
and good effective at Highly
the gamer all Effective Total
becomes 1 2 3 4 5
when a
sponsor is
being
committed
to his / her
gaming
needs?
F 0 2 6 19 23 50
% 0% 4% 12% 38% 46% 100%
The table shows that 46% of the total respondents think that it is highly effective when a
sponsor is being committed to gamer needs, while 38% of the total respondents agree that it is
effective when a sponsor is being committed to gamers need. 12% of the total respondents are
not supporting either side of the statement. 4% of the total respondents said that it is not effective
when a sponsor is being committed to a gamer's needs, and 0% of the total respondents said that
the event venue and equipment will greatly help a player, while 46% of the total respondent’s
rate four (4) as they think that sponsoring the event venue and equipment will help a player. 12%
of the total respondent’s rate three (3) as they think sponsoring the event venue and equipment
will somehow help a player, while 4% of the total respondents’ rate two (2) as they think that
sponsoring the event venue and equipment will not help a player, and no respondent rates one
(1).
The table shows that 54% of the total respondents think that the audience for sponsoring
an E-Sports event was highly relevant, while 36% of the total respondents agree that the
audience for sponsoring an E-Sports event was relevant. 10% of the total respondents are not
supporting either side of the statement, while no one answered that the audience for sponsoring
STATISTICAL ANALYSIS
Through the use of Pearson-R Correlation, it was determined that there is indeed a
negates the Null Hypothesis that these factors have no relationships and impact at all.
A strong 0.7624 – which is higher than the acceptable value for a decent relationship of
Chapter 5
Summary of Findings
This study was undertaken to understand the full potential of online gaming sponsorship
as an advertisement on sales performance. This study made use of the descriptive method of
research and the tool used to gather the necessary data was an online questionnaire. After the
presentation, analysis, and interpretation of the data, the researchers found out the following
findings of the study:
1. The researchers have summarized and investigated it based on the result of the survey that
conducted that the Mobile Legend is the most-played game. In addition to that, mobile phones
are widely used gaming gadget. The respondents are mixed in gaming references in terms of its
effect on choosing the kinds of game to play.
2. The idea that online gamers play for hours in isolation is outdated. Online gaming has
transformed over the past decade, becoming a deeply social activity. Today, esports organized,
multiplayer video game competitions are a multibillion-dollar business. This rapidly growing
entertainment market offers valuable opportunities for brands to reach their target audiences, as
well as engage in powerful new ways. Contributing to the popularity of esports are live
streaming services, which have helped to normalize watching others play online games. Esports’
rapid growth is partly because streaming services like Twitch offer a range of viewing metrics
that make it easier for teams to find sponsors for their tournaments.
3. In terms of future potential, eSports will match the biggest traditional sports leagues, and there
are significant development areas for this new business in advertising, ticket sales, licensing,
sponsorships, and merchandise. Companies utilize a variety of media to advertise about sales
promotions, including printed materials such as posters, coupons, direct mail pieces, and
billboards, radio and television advertisements, and media content such as text messaging, email,
websites, and social media.
4. This study was made to know anything about the impact of Online Gaming Sponsorship as an
Advertisement on Sales Performance. Companies should consider online gaming sponsorship as
advertisement as researchers have found out that 94% of the respondents are into Online Game
events. These kinds of events are attracting more viewers which leads to more buyers.
5. Most brands' online gaming sponsoring faces a risk of their marketing activities being seen as
intrusive or unwanted endeavors, but with the eSports audience, it has been proven to understand
the economic necessity of sponsors. The researchers have found out that 54% of the fans have
shown good feedback towards the presence of sponsors in eSports. Though there is a sign of
dependency of sponsors in eSports fans, it shows that any brand is helping to improve and
support something important to them, which is to improve brand image.
CONCLUSION
Based on the summary findings of the study, the researchers drew the following
conclusion:
1. There is a positive effect of gaming preferences in terms of sales and the actual efficiency of
the games as they play. This is rather given fact since people obviously take motivation when
they are empowered.
2. Despite the positive aspects, E-sports are not exempt of problems. This industry is susceptible
to a spectrum of risks with the potential of negatively affecting its entire ecosystem and
stakeholders. E-sports sponsors must be aware of these issues as they can lead to various
unwanted or unforeseen negative effects, like negative brand image transfer. Since there is a high
probability of the sponsor’s image being associated with the sponsored party, companies must
tackle this market very carefully
3. Although eSports grew through the internet, which is very much different from how
traditional, sports became prevalent as society. We should embrace the consequences of the
changing character of sport as eSport becomes more sophisticated and the internet becomes a
more essential part of our life. Sport should adapt with the times, and since we are living in a
technology era centered on the internet and computers, computer-based sports should not be
surprising.
5. Esports main problem is it is a recent industry that focuses mainly on the gaming side, which
means that this is a fairly unknown marketing landscape that would be difficult for brands to
enter and become a sponsor for a game that is fairly only known to younger generations. Though
they can still join and make sales in this industry, it would still take much of their time to pour all
their strategy into these new kinds of advertisement, which is eSports.
RECOMMENDATION:
Based on the findings and conclusions the researchers come up with the following
recommendations.
1. Encourage more sponsors to subsidize and motivate through their financial leverages to
empower more gamers so that profitability will also increase.
2. Based on the data gathered by the researchers, they discovered that online gaming is an
excellent way for businesses to reach the targeted millennial audience. As a result, online
gaming sponsorship can assist a corporation in promoting products and services while also
increasing revenue.
3. When it comes to sales performance, the next researcher should focus on what precedence to
preserve the balance of online game advertising over traditional.
5. Sponsorships are the primary source of esports. Brands should also give importance to this
new and emerging market which could rip significant ROIs from just sponsoring and throw in
the best tactics to maximize their potential ROIs. Though there is a more considerable gain in
these, brands should be aware of the possible threats that may affect their brands and to mitigate
possible dangers that would arise during those sponsorships, an example of which is if the team
that you are sponsoring didn't even enter the "playoffs" or just made it to the top four teams in
the league. These incidents are possible and could lead to bad feedback to your brand as well as
to your company.
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%253D2151087682%252CId%253D2051289904%252CId%253D2331255819%252CId
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