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Pengaruh Game Design, FOMO, Satisfaction, terhadap Perilaku Konsumtif Player Game Online Yang Melakukan Pembayaran Melalui Qris Atau E-Wallet = THE EFFECT OF GAME DESIGN, FOMO, AND SATISFACTION ON THE CONSUMPTIVE BEHAVIOR OF ONLINE GAME PLAYERS TO MAKE PAYMENTS THROUGH QRIS OR E-WALLET

Muzaki Saima - Nama Orang; Septian Yudha Kusuma - Nama Orang; MOH MUSLIKH - Nama Orang;

The rapid development of online games has led to the emergence of various digital products and features that can be purchased by players, such as skins, characters, items, and additional features. The convenience of payments through QRIS and e-wallets also supports transactions for purchasing online game products. This condition may encourage consumptive behavior among online game players. This study aims to analyze the influence of Game Design, Fear of Missing Out (FoMO), and Satisfaction on the consumptive behavior of online game players who make payments through QRIS or e-wallets. This study uses a quantitative approach with primary data obtained through the distribution of online questionnaires. The sampling technique used was purposive sampling. The sample consisted of 115 respondents who met the criteria of being online game players who use QRIS or e-wallets as payment methods. Data analysis was conducted using IBM SPSS Statistics 26 through validity tests, reliability tests, classical assumption tests, multiple linear regression analysis, F-test, coefficient of determination (R²) test, and t-test. The results show that Game Design and Satisfaction partially have a significant effect on the consumptive behavior of online game players who make payments through QRIS or e-wallets. Satisfaction is the variable with the strongest influence on consumptive behavior. Meanwhile, Fear of Missing Out (FoMO) does not have a significant partial effect on consumptive behavior. The coefficient of determination test shows an Adjusted R Square value of 0.680, indicating that Game Design, Fear of Missing Out (FoMO), and Satisfaction explain 68.0% of the variation in consumptive behavior, while the remaining 32.0% is explained by other variables outside the study.


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Informasi Detail
Judul Seri
-
No. Panggil
KP 019 2026
Penerbit
Semarang : Politeknik Negeri Semarang., 2026
Deskripsi Fisik
xvii, 117 hal. : ilus. ; 30 cm.
Bahasa
English
ISBN/ISSN
-
Klasifikasi
NONE
Tipe Isi
text
Tipe Media
computer
Tipe Pembawa
online resource
Edisi
-
Subjek
SATISFACTION
perilaku konsumtif
fear of missing out (FoMO)
game design
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Muzaki Saima
Versi lain/terkait

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