PENGARUH SELF CONTROL DAN FINANCIAL WELL BEING TERHADAP IMPULSIVE BUYING PADA PEMBELIAN VIRTUAL GOODS OLEH PEMAIN GAME ONLINE

NABILA, ZAHRA (2025) PENGARUH SELF CONTROL DAN FINANCIAL WELL BEING TERHADAP IMPULSIVE BUYING PADA PEMBELIAN VIRTUAL GOODS OLEH PEMAIN GAME ONLINE. S1 thesis, Universitas Mercu Buana.

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Abstract

The phenomenon of increasing purchases of virtual goods in online games shows the high interest and expenditure of players for digital items in the game. This study aims to determine the effect of self-control and financial well-being on impulsive buying in the purchase of virtual goods by online game players. This study uses a multiple regression approach. The respondents amounted to 221 people who were selected using a non-probability sampling technique with the snowball sampling method, based on the criteria of online game players who had made purchases of virtual goods. The instruments used were the Brief Self-Control Scale (BSCS) with 13 items, the Multidimensional Subjective Financial Well-Being Scale (MSFWBS) with 25 items, and the Impulsive Buying Tendency Scale (IBTS) with 20 items. Data were analyzed using simple and multiple linear regression tests through SPSS version 22 for Windows. The results showed that self-control and financial well-being simultaneously had a significant effect on impulsive buying (p<0.05). Partially, self-control had a significant effect on impulsive buying (p<0.05), while financial well-being did not show a significant effect on impulsive buying (p=0.059). The value of the determinant coefficient showed that the percentage contribution of self-control and financial well-being to impulsive buying was 7.1%, while the rest was influenced by other factors. Keyword: Self Control, Financial Well Being, Impulsive Buying, Online Gamers, Virtual Goods Purchased Fenomena meningkatnya pembelian virtual goods dalam game online menunjukkan besarnya minat dan pengeluaran pemain untuk item digital dalam permainan. Penelitian ini bertujuan untuk mengetahui pengaruh self control dan financial well being terhadap impulsive buying pada pembelian virtual goods oleh pemain game online. Penelitian ini menggunakan pendekatan regresi berganda. Responden berjumlah 221 orang yang dipilih menggunakan teknik non probability samping dengan metode snowball sampling, berdasarkan kriteria pemain game online yang pernah melakukan pembelian virtual goods. Instrumen yang digunakan adalah Brief Self Control Scale (BSCS) dengan 13 item, Multidimensional Subjective Financial Well-Being Scale (MSFWBS) dengan 25 item dan Impulsive Buying Tendency (IBTS) dengan 20 item. Data dianalisis menggunakan uji regresi linear sederhana dan berganda melalui SPSS versi 22 for windows. Hasil penelitian menunjukkan bahwa self control dan financial well being secara simultan berpengaruh signifikan terhadap impulsive buying(p<0,05). Secara parsial, self control memiliki pengaruh signifikan terhadap impulsive buying (p<0,05), sementara financial well being tidak menunjukkan pengaruh yang signifikan terhadap impulsive buying (p=0,059). Nilai koefisiensi determinan menunjukkan bahwa persentase kontribusi self control dan financial well being terhadap impulsive buying adalah sebesar 7,1% sedangkan sisanya dipengaruhi faktor lain. Kata Kunci: Self Control, Financial Well Being, Impulsive Buying, Pemain Game Online, Pembelian Virtual Goods

Item Type: Thesis (S1)
Call Number CD: FP/PSI. 25 178
NIM/NIDN Creators: 46121010059
Uncontrolled Keywords: Self Control, Financial Well Being, Impulsive Buying, Online Gamers, Virtual Goods Purchased
Subjects: 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 790.1-790.9 Standard Subdivisions of Recreational and Performing Arts/Subdivisi Standar dari Olah Raga dan Seni Pertunjukan > 790.1 Recreational Activities, Games/Aktivitas Rekreasi, Permainan
Divisions: Fakultas Psikologi > Psikologi
Depositing User: Pandu Risdiyanto
Date Deposited: 26 Sep 2025 06:54
Last Modified: 26 Sep 2025 06:54
URI: http://repository.mercubuana.ac.id/id/eprint/98497

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