Examining the Factors Influencing the Sunk Cost Fallacy among Genshin Impact Players at the University of the Philippines Los Baños

Date

6-2025

Degree

Bachelor of Science in Economics

College

College of Economics and Management (CEM)

Adviser/Committee Chair

Ma. Nova R. Nguyen

Committee Member

Richard B. Daite, Gideon P. Carnaje, Maria Angeles O. Catelo

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For non-UP researchers, requests for access to this material may be directed to the CEM Library at cemlibrary.uplb@up.edu.ph or to the UKDR administrator at uscs-mainlib.uplb@up.edu.ph

Abstract

This study investigated the factors influencing the sunk cost fallacy (SCF) among gacha game players, a prevalent monetization model in digital gaming that shares characteristics with gambling. Utilizing a survey-based approach, data was collected from 68 Genshin Impact players from the UP Alliance of Gamers in the University of the Philippines Los Baños via stratified random sampling between February and April 2025. The research employed descriptive statistics and logistic regression analysis to examine how demographic (age, gender, income) and game-specific (total playtime, total in-app purchases, time-limited incentives) factors contributed to commitment to the SCF.

Key findings reveal that income shows a statistically significant negative effect on SCF, suggesting that higher income correlates with a decreased likelihood of committing the fallacy. Conversely, total in-app purchases significantly and positively influences SCF, indicating that greater prior spending increases susceptibility. Interestingly, time-limited incentives showed a marginally significant negative effect, a counterintuitive finding. These findings contributed by demonstrating the manifestation of SCF in digital gaming contexts, especially in gacha games.

Despite these contributions, the study faced limitations, including its relatively small sample size and specific scope, which restricted the generalizability of findings. The reliance on self-reported data also introduced potential response bias. Future research should address these by employing larger, more diverse samples, exploring additional psychological variables and game design elements, and conducting longitudinal studies to better understand the fallacy in gacha game engagement.

Language

English

LC Subject

Video games—Economic aspects, cost allocation

Location

UPLB College of Economics and Management (CEM)

Call Number

LG 993.5 2025 E2 S53

Notes

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Document Type

Thesis

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