Research Article
Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)
| | Category | Frequency | Percentage |
| | Gender | Male | 74 | 20.00 | | Female | 296 | 80.00 |
| | Age | 17-21 | 243 | 65.68 | | 22-26 | 106 | 28.65 | | 27-31 | 20 | 5.410 | | 32-36 | 1 | 0.270 |
| | Occupation | High school | 32 | 8.65 | | University | 221 | 59.73 | | Freelance & part-timer | 25 | 6.76 | | Fulltime employee | 54 | 14.59 | | Entrepreneur | 6 | 1.62 | | Other | 32 | 8.65 |
| | Day spent per week | 1 | 15 | 4.05 | | 2 | 9 | 2.43 | | 3 | 11 | 2.97 | | 4 | 21 | 5.68 | | 5 | 23 | 6.22 | | 6 | 12 | 3.24 | | 7 | 279 | 75.41 |
| | Time spent per day | 1 | 44 | 11.89 | | 2 | 136 | 36.76 | | 3 | 118 | 31.89 | | 4 | 72 | 19.46 |
| | Type game played | Physical/action | 122 | 32.97 | | Adventure/sport | 248 | 67.03 |
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