BENEFITS OF ONLINE GAMES AS ENTERTAINMENT
IN THE HOSPITALITY INDUSTRY: THE MICE INDUSTRY
Undergraduate Thesis
Submitted to the Faculty of the
Department of Management Studies
Cavite State University
City of Bacoor, Campus
In partial fulfillment
Of the requirements for the degree
Bachelor of Science in Hospitality Management
Presented by:
Escario, Gabriel R.
Latosa, Janine B.
Marcelo, John Patrick
Benefits of Online Games as Entertainment
In the Hospitality Industry: The MICE Industry
Escario, Gabriel R.
Latosa, Janine B.
Marcelo, John Patrick
An undergraduate thesis manuscript submitted to the faculty of the Department
of Management Studies, Cavite State University – Bacoor City Campus, City of
Bacoor, Cavite in partial fulfilment of the requirements for the degree of Bachelor
of Science in Hospitality Management with Contribution No.__________.
Prepared under the supervision of Mr. Brian E. Orias.
INTRODUCTION
Hospitality means the friendly and generous reception and entertainment of
guests, visitors or strangers. It is the relationship between the guest and a host wherein
the host receives the guest with goodwill. They make sure that they are comfortable by
providing help, attention and personalized service to let them enjoy their stay. This
industry is now called the Hospitality Industry.
MICE stands for Meetings, Incentives, Conference and Exhibitions and it is also
called the Mice Industry today and its purpose is to plan and invite large groups of
people by bringing them together in an event as a means of welcome gesture for the
guest.
Online gaming is from online games that are made of computer-generated
programs where people play within the rules and are able to entertain themselves. It is
known as the Gaming Industry where it provides enjoyment and entertainment.
The three industries namely the Hospitality industry, the MICE industry and the
Gaming industry collaborate with one another for a common purpose to bring people
together for fun and create income. The MICE Industry plans the event to invite people.
The hospitality industry now serves the basic needs of the guest when they come to the
event like accommodation, food and entertainment for work and recreation. The online
gaming industry increases sales and creates revenues when they play online games.
The purpose of this research is to know more about how the mice industry
improves relationship and teamwork and ultimately for productivity as they come up with
an event to showcase the talents and knowledge, creating sales and leisure.
The purpose of this research would further show how large-scale gatherings
usually centered on a specific theme can be a venue for exchange of learning and trade
related events and to see the benefits on the regional and national economic conditions.
The purpose of this research also aims to increase the popularity of online
gaming as we adapt to the changing of times as we face the pandemic. To present the
response of the industry on how they become flexible and stronger to bring talents
together in a safe environment through the use of online networking opportunities.
Statement of the problem
This study aims to find out how the gaming industry can benefit the MICE
Industry, given its rapid development alongside the advancement of technologies.
Specifically, the study aims to answer the following questions:
1. What is the demographic profile of the respondents?
1.1 Age
1.2 Gender
2. How can the gaming industry contribute to the MICE industry?
3. Can the Gaming Industry and the MICE industry work together?
4. What are the famous games that have been part or already interacted with the MICE
Industry?
Objectives of the Study
The study aims to know the benefits of online games to the hospitality industry:
MICE Industry in order to know how the two can synchronize smoothly. It is also to be
able to see the benefits that can rise within it.
Specifically, the study aims to:
1. Know what are the benefits of online games to the MICE industry.
2. Learn if the Gaming Industry and MICE industry can work together.
3. Identify what type of online games that can benefit the MICE industry.
Significance of the Study
The study aims to inform people about the benefits of online gaming in the
hospitality industry. The study is aiming particularly to:
● Instructors – This study can be used to make a new learning material for their
students. When it comes to teaching about the MICE industry and also used as
the main example to gather the attention of their students since online games are
now part of the daily life of almost all the students nowadays.
● Students – This study will serve as a new foundation to the students that the
gaming industry can contribute also to the hospitality Industry.
● Future researchers – This study will serve as a source of information if they will
conduct a related study about the benefits of online games in the hospitality
industry.
● Establishments – The study can open opportunities and ideas where they can
learn about applying the gaming industry to their Establishments, and also to
know how it can benefit them.
Time and Place of the Study
The study will be conducted in September 2021 - December 2021. This is for
people who attended an online game event that happened in SMX Convention Center
Manila from the previous years, via a home-based method, due to strict health protocols
and for the safety of the researchers and respondents.
Scope and Limitation
This study was conducted in September 2021. This will only include the
Millennials and Generation Z people who are 18 years old and above that enjoys and
love to play online games. The study will only include and tackle all the possible benefits
of online games into the Mice Industry. and there will be no further after that.
Definition of terms
The following terms are defined conceptually and others with operationally
explanation for better understanding:
● Computer - Generated Programs - programs that are produced or made by
computer technology.
● Economy – Nation’s wealth in terms of money. Sales and Revenue that has
been gathered.
● Generation Z - People who are born between 1997 up to 2012. The
first generation of people in the 21st century.
● Generous Reception - A warm welcome to guests, visitors and strangers.
● Internet - It is the one who connects all the computers all over the world.
● MICE Industry - An Industry part of the Hospitality Industry which involves
Events.
● Millennials - People who are born from 1981 up to 1996.
Conceptual Framework
The following serves as an outline of how the researchers plan to conduct the
research of this study. And this illustrates the expectation of the researchers to find
through this study.
INPUT PROCESS OUTPUT
Informative
Benefits of online understanding about
games to hospitality how MICE industry
industry. benefits to online
gaming.
Synchronization of Surveys conducted
gaming and hospitality through Google Form Possible Factors that
industry. and Messenger. benefit both variables.
Relations between Factual information
gaming and hospitality regarding the
connection of gaming
industry.
and hospitality
industry, and how the
two can synchronize
Figure 1. The illustration shows the problem statement or the questions needed to be
answered, the researchers will conduct an interview, after the investigation, it will be
measured through the result of the interview and distributed survey questionnaires, and
the gathered data will be interpreted as a comprehensive idea.
REVIEW OF RELATED LITERATURE AND STUDIES
(FOREIGN AND LOCAL)
This chapter provides a review of related studies, as well as an analysis and
synthesis of the literature. The review of related literature includes a study of the
benefits of online games in the hospitality industry and their correlation with the MICE
Industry. The related literature serves as a foundation for the discussions and
considerations that led to the current study.
Related Literature (Foreign)
Overview of Gaming
According to (Tseng et al, 2015), Home video games began to develop in the
1970s. The most common of these was the invention of Pong and the use of a wired
control to move two small paddles on screen in an attempt to bounce a ball back and
forth. For many individuals, this was their first experience with a video game they did not
have to travel to an arcade for, but it did not possess any attributes they made it
relatively addicting or enticing for more than a few hours. Video games that started to
persuade individuals to spend hours upon hours within the gameplay did not develop
into the early 1990s.
(Jo et al., 2020), Stated that versions of these video games were released in the
late 1980s, but research suggests that they did not become popular until the 1990s.
This was due to an influx in adults born in the 1970s having children and expressing
their own interest in the video games and passing that interest down to their children.
These games were highly challenging and required individuals to spend multiple hours
a day playing them. This might be when the first signs of video game addiction began to
develop.
According to (Kaptein et al, 2015), Online gameplay allowed for online gaming
communities to begin to develop. Online gaming communities allowed individuals to
connect with people from all over the world. These communities gained popularity
among individuals who felt they lacked the necessary social skills to meet individuals
during their real-life situations. Research suggests that these communities began just as
addicting as the games themselves. Within these communities, individuals could
connect with people who had similar interests and help each other within the game
when one was faced with a challenge.
Overview of Hospitality Industry
According to (Shark Themes, 2018), The hospitality industry is one of the most
diverse and varied industries in the world, employing millions of people and accounting
for trillions of dollars in revenue every year. Not only is it a great career choice for many,
but it also revolves around many sectors we engage with on a daily basis.
(Shark Themes, 2018). “According to the Bureau of Labor Statistics, the
hospitality industry is part of the larger service-providing industry. It is massively based
on meeting the needs and desires of both individuals and families, typically more in a
leisure capacity than a formal, business one.”
Online game: Esports
(J. Wilson & J. Minor, 2021), According to them Esports is the gaming industry's
competitive gaming, It gathers all ages from kids to adults as audience, and has an
incredible amount of cash rewards. All the players that are known for being an expert or
pro in an online game can gain sponsorships for those companies or investors who
want to build a team in order to participate in Esports competition. Once an expert
player accepts the terms and conditions of the sponsorship it will change their lives
because of the amount of money that is involved in their contract.
According to (Liquipedia, 2015), The first CS:GO or Counter strike: Global
Offensive Major championship happened in Jönköping, one of the oldest stage centers
in Sweden.
According to (B. McCauley, 2020), He stated that the reason why Jönköping is
now being famous worldwide is because events came from online game tournaments
that become a part of the cultural heritage of all the gamers and companies related to
online games.
(J. Wilson & J. Minor, 2021) According to them Defense of the Ancient or
known as Dota is one of the oldest MOBA or multiplayer online battle arena that started
and is considered as one of the oldest games that still exist until now.
Age Generations
According to (M. Dimock, 2019), He stated that "Generations provide the
opportunity to look at Americans both by their place in the life cycle – whether a young
adult, a middle-aged parent or a retiree – and by their membership in a cohort of
individuals who were born at a similar time".
According to (M. Dimock, 2019), The uniqueness of Generation Z is everything
that is now new and the modernity of virtual society is now part of their lives which led
them to become the Generation who become knowledgeable in terms of technologies
compared to Generation where just the innovation of those are still in the process.
According to (Kasasa, 2021), They stated that the term “Millennial” has become
the popular way to reference both segments of Gen Y.
Review of Related Studies (Foreign)
Benefits of Online Gaming
(BDO USA, 2021) According to their report, "because of the constant shift in
online games, certain online gaming platforms are now embracing cryptocurrency,
allowing users to deposit, withdraw, and play with bitcoin and other digital currencies."
According to (BDO USA, 2021) "Daily fantasy sports, online sports betting,
esports, virtual reality experiences, and traditional online gambling (e.g., blackjack and
slots) will continue to acquire market share in 2021, according to their forecast."
According to study of (Brand et al., 2017 as cited by Front liners, 2021).
"According to a 2017 study of 1,234 Australian households (3,135 people), 67 percent
of those surveyed frequently played video games on computers, tablets, mobile phones,
handheld devices, and gaming consoles, with 92 percent of those playing online with
others."
According to their study (W. H. Lo, K.L.B. Cheng, 2020) An experimental study
was conducted to test the mediating effect of presence on the consumer response to
tourism promotion using virtual reality (VR) technology. The results supported the
hypothesis that presence plays a major role in the relationship between the use of VR in
tourism advertising and consumer response. The findings reveal how VR technology
can be used to promote a hotel by generating a sense of presence.
According to the study of (M. Boley, 2020) "There is an informal survey held
during April's Global Meeting Industry Day, 62% of event planners said their events will
be a hybrid-style moving forward, while 18% said there will be a greater demand for
virtual-only events".
According to the study of (Chamberlin public relations, 2018) Studies shown
"Through the use of Virtual Reality, Best Western Hotels & Resorts were able to virtually
tour their guests to the area in a complete 360-degree view along with an interactive
interface. Before making their reservations, potential guests can examine everything
from the rooms to the types of chairs they will be sitting in."
According to the study of (BDO USA, 2021) They’ve recently witnessed a lot of
M&A activity involving some of the world's biggest gaming companies. MGM
International made an unsolicited $11 billion offer to buy Entain, an Isle of Man-based
sports betting and gaming corporation, in early 2021."
(BDO USA, 2021) "The primary benefit of cryptocurrencies to the online gaming
community is enhanced security and anonymity, lowering the danger of hacking and
identity theft," according to the statement. This may also allow the gaming industry to
cater to and sell to younger, more tech-savvy gamblers who do not require a traditional
banking service in order to play.".
(BDO USA, 2021) Their research found that "Sports betting has increased
considerably in states that have legalized it, such as New Jersey. In November 2020,
the Garden State had a sports betting handle of $931.6 million, generating $30.6 million
in gaming taxes for the state. Online wagering generated $872.1 million (93.6 percent)
of the total handle. Meanwhile, traditional gaming income fell $146.6 million ($34.6 p.a.)
in November "(recent)"
(S. Murphy, 2020) According to the study, "More than 2.5 billion gamers across
the world spent more than $152.1 billion (US) on games in 2019 alone; an increase of
+9.6% year on year".
(M. Rowh, 2016) According to the study, "The online statistics portal Statista, the
gaming industry makes a direct contribution of more than $100 billion annually to the
U.S. economy and employs more than 700,000 people".
Overview in MICE Industry
According to (Buathong, 2017), The environmental consequences of the
meetings, incentives, conventions, and exhibitions (MICE, Event) industries are as far-
reaching as their economic consequences. Event attendees support a wide range of
businesses, including airlines, car rental agencies, hotels, restaurants, performance
venues, and tour operators. Lodging, food and beverage, catering, convention services,
convention facility rentals, transportation, tourism, retail, and entertainment are all part
of the hospitality industry. MICE industries and hospitality service sectors share several
characteristics, including the inseparability of production and consumption, perishability,
and seasonality. As more countries began to emphasize the economic benefits of MICE
activities, they quickly drew commercial attention—particularly in Asia, where economic
and trade activities are growing at a rapid pace. MICE industries are vital to Thailand's
tourism industry.
In addition to (Lao, 2018) In China's MICE industry, there is a general career
path; there are three main types of career paths and two different types of promotion
mechanisms, which vary depending on the type of ownership, scale, or other
characteristics of companies; and a feedback mechanism, which links social-world
events and social community characteristics, affects individual employees and their
career paths in the MICE industry, leading to promotion in or retreat from the industry.
The mechanism typically fits higher-level employees better than freshmen, resulting in
high turnover in the MICE labor market.
Review of Related Literature (Local)
Impacts of Gaming in the Philippines
(TJD, GMA News, 2014) "The Game Development Industry in the Philippines is
Growing Nowadays," he said. It has a lot of promise in terms of creating jobs, but we
only have a few specialists in the gaming and hotel industries right now.
In addition to (City of Dreams, 2018), Through your computer, tablet, or mobile
device, Live Shots offers gamers an online gaming experience with real monetary risks
in online Table Games and Slots.
MICE Industry in the Philippines
(MICECON,2020). The Philippine M.I.C.E. Conference (MICECON) is M.I.C.E. It
is the largest gathering of MICE professionals. Since its first edition in 2010, it has been
a long-awaited educational event for travel, tourism and M.I.C.E. Practical with a range
of topics, high quality speakers, and thematic events. MICECON is a platform that
draws inspiration and energy from messages for MICE stakeholders to learn new
trends, approaches, methods and insights from global experts and reach new heights
in the Philippine MICE and tourism industry.
(MICECON,2020). As MICECON strengthens MICE, the industry has expanded
to a two-year program that includes a comprehensive education program for local
stakeholders in the first year and a buyer invitation and business exchange program
(MICECONnect) the following year.
Impact of online gaming in the MICE Industry
TTG Asia Media Pte Ltd, (2021). This is not a futuristic idea of what technology
can do for industry. The Singapore Board is already using cloud technology to integrate
and analyze gaming data such as visitor spending and gaming patterns to help the
MICE industry evolve and stay ahead of changing consumer demand increase.
TTG Asia Media Pte Ltd, (2021). As a global leader in cloud and data
intelligence, Alibaba Cloud understands the inherent value of technology. The use of
technology and its effective use will be key to the country's ability to stay ahead of
MICE in a wide range of hospitality and eSport competitions. After all, technology is a
great pioneer in enabling us to stay connected and relevant to the global economy. The
same achievements Singapore has achieved with technology will help make a preferred
destination for both leisure and business companies.
Review of Related Studies (Local)
Rise of Gaming in the Philippines
(Philippines Star, 2019) “In the last decade or so, being a gamer (someone who
plays video games) has transitioned from being nerdy, into cool, to now being normal.
This trend is very parallel to how computer technology was perceived — from
something very niche and expensive, to something everyone wants to have, to
something everyone now has.”
(Philippines Star, 2019) Computer shops in the Philippines provided a new form
of entertainment, which has a cheap cost. That is something new, where gamers aren’t
playing against computers or Ai, thus they are competing with real people.
(Philippines Star, 2019) Home Internet or Wi-Fi became reliable, and it made a
way for the people to get attracted to new kinds of games and be attracted to a new set
of players as well. If playing at home wasn’t that convenient, therefore through the use
of cheap data connection, online gaming can be possible anywhere.
(Philippines Star, 2019) The young demography of the Philippines consists of
avid internet users. The connectivity paves the way to one of the cheaper forms of
entertainment, and the youth leads the way in the usage rate. This translates to a bigger
market for gaming, which then converts to a broader audience and player base.
(Philippines Star, 2019) Aside from that, there is a relevance in amateur and
grass roots events. This is because the entry barrier is very low, and that solves a lot of
facilities, awareness, and education problems of other sports. The internet also works
as the great equalizer against our geography because players can compete against
anyone instead of just playing someone within their locale.
Study Area
Image 1.1: The Image shows the SMX Convention Center Manila
Image 1.2: The Image shows the actual map location of SMX Convention Center
METHODOLOGY
This chapter discusses the research design, the respondents of the study, the
determination of the sample size and sampling design, the research instruments and its
validation, the data gathering and lastly, the statistical treatment of the paper. This
research study looked over the benefits of online games in the hospitality Industry: the
MICE industry, and conducted online surveys.
Research Design
The researchers used a quantitative design method and descriptive method as
an approach since the study aims to determine the benefits of online games in the
hospitality Industry: the MICE industry. The assessment evaluation studies determine
the benefits of effectiveness of online games when it’s applied in the hospitality industry:
the MICE industry.
Research and Instrument
The researchers conducted a survey questionnaire through google forms and
messenger to gather data from their respondents.
Sources of Data
The researchers will be using as a primary source of collecting data will be the
Online Survey Questionnaires. As for the researchers, secondary sources of data will
come from the internet, online articles, journals and periodicals that have a relativity to
the study that the researcher is conducting.
Participants of the Study
The main participants of the study were Millennials up to generation Z that are 18
years old and above to be able to conduct properly and answer the researchers survey
questionnaires. The researchers chose 50-100 respondents to answer the survey
questionnaire.
Sampling Technique
The researchers used the quota sampling method for the survey to be conducted
quickly and fast. Quota sampling method is a technique where the researchers select
and ask a group of respondents who have the same common interest in online games.
Data Gathering Procedure
The researcher looked for necessary resources related to their study that could
help them in order to make the study. The researchers read from the internet for more
information such as articles, journals, research papers and asked opinions from the
online gamers to gain more insight in the study. For this they were able to construct
ideas for their answers.
Statistical Treatment of Data
The statistical treatment of data will be used to determine the numerical and
statistical computation of desired percentage formula and weighted mean. The
researchers will be using the percentage formula in some parts of the survey
questionnaire.
The formulas are the following:
Percentage was used to measure the average of the demographic profile of the
respondents and their performance in online blended learning education.
P= ( FN ) 100 %
Where:
P = percentage
F = frequency of numbers
N = population
Weighted Mean
Weighted Mean formula was used to determine by multiplying the weight with the
quantitative outcome associated with it and then adding all the products together.
Formula
£wx
w.m. =
Where:
Wm= weighted mean
x= frequency
w= rating of the respondents
n= total number of respondents
Likert scale
The Likert scale is used to determine the minimum and maximum length from choices 4
- 1-point Likert type scale.
Table 1 shows the four- point Likert scale will be used by the researcher.
Rate Equivalent Verbal Interpretation
4 3.26 - 4.00 Strongly Agree (SA)
3 2.51 - 3.25 Agree (A)
2 1.76 -2.50 Disagree (D)
1 1.00 - 1.75 Strongly Disagree (SD)