Liana Kharyle Ursolum
University of Saint Louis Tuguegarao

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search
Journal : people and behavior analysis pba

A Qualitative Study on the Personal Finance Experiences of Non-Business College Students in Internet Gaming: Basis for a Proposed Financial Planner Fe Rose Anne Maramag; Nina Atashi Huerta; Liana Kharyle Ursolum; Kimberly Kate Gammad; Mary Ann Bartolome
People and Behavior Analysis Vol. 4 No. 2 (2026): September Volume
Publisher : Research Synergy Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31098/pba.v4i2.4425

Abstract

This exploratory qualitative study investigated the personal finance experiences of non-business college students engaged in internet gaming platforms at a private University in the Philippines. Specifically, it examined their spending behaviors, budgeting practices, and financial decision-making processes within gaming contexts. Using a basic qualitative research design, the study selected twenty non-business college students through purposive sampling. The researchers conducted semi-structured face-to-face interviews and analyzed them using thematic analysis. The findings revealed five major themes: (1) gaming as entertainment-driven spending with occasional financial intent; (2) prevalence of unstructured and mental budgeting practices; (3) impulse buying and emotional triggers in gaming expenditures; (4) awareness of financial consequences but inconsistent behavioral control; and (5) limited formal financial education and reliance on informal learning. The study concludes that participants demonstrated fragmented financial management practices, where awareness of financial consequences did not consistently translate into responsible spending behavior. Based on these findings, the study proposed a financial planner booklet to address the identified challenges. The study offers contextual insights into the financial vulnerability of non-business students in digital gaming environments. It provides practical implications for educational institutions, parents, and game developers within the Philippine higher education context.