A case study on the interaction of selected school-aged adolescents on the popular Gacha Game Genshin impact

Date

6-2023

Adviser

Leandro Angelo Miguel L. Sanchez

Principal

Mabel S. Buela

Abstract

Genshin Impact, a gacha game released during the pandemic, reached immediate popularity from the moment of its release, and it has managed to trap adolescents in its marketing strategy, causing them to invest most of their time and money on it. The goal is to get behind the reasons why these adolescents play actively, identify the cause for some occurring behavioral patterns that may be related to numerous thematic factors that have affected an adolescent’s way of life. This study has gathered ten (10) adolescent players from UP Rural High School to expound and explore how the game has continued to impact

their daily lives. The sample population was divided into two subcategories, the free-to- play (F2P) players, and the spenders. Results showed that those participants who spend on

the game, also spend more time playing compared to those who are F2P players, which is a discrepancy from the original assumption that those who spend on the game have lesser gameplay time as they could easily progress in the game. Most of the participants considered the game as their “escape from reality,” something that they run to when they feel stressed. Though there was one special case wherein the participant mentioned how the game had caused them stress, having a challenging time adjusting to the face-to-face classes from the online set-up, making them quit the game altogether. In conclusion, adolescents should be more wary on how they consume Genshin Impact to avoid making risky lifestyle decisions regarding the game’s almost predatory gacha mechanic.

Language

English

LC Subject

Capstone

Location

University of the Philippines Rural High School

Document Type

Capstone

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