Kecenderungan impulsive buying pada remaja pengguna roblox: apakah dipengaruhi kecanduan game online dan kontrol diri?

Authors

  • Adi Faturahman
  • Rahma Kusumandari Fakultas Psikologi Universitas 17 Agustus 1945 Surabaya
  • Mamang Efendy Fakultas Psikologi Universitas 17 Agustus 1945 Surabaya

Keywords:

impulsive buying, kecanduan game online, kontrol diri, remaja, roblox

Abstract

Abstract

This study aims to examine the relationship between online game addiction and self-control with impulsive buying tendencies among adolescent Roblox users in Surabaya. The research problem is grounded in the increasing engagement in online gaming among adolescents, particularly on the Roblox platform, which is equipped with a virtual economic system. This study employed a quantitative correlational approach, involving 351 participants selected through purposive sampling. The research instruments consisted of an online game addiction scale, a self-control scale, and an impulsive buying tendency scale, which were analyzed using multiple regression analysis. The findings indicate that online game addiction is positively and significantly correlated with impulsive buying tendencies (β = 0.573; p < 0.001), suggesting that higher levels of addiction are directly associated with increased impulsive buying tendencies. In contrast, self-control did not demonstrate a significant correlation (β = 0.009; p = 0.581). These results indicate that online game addiction contributes directly to impulsive buying tendencies, while self-control has not been proven to play a significant role in reducing such tendencies among adolescent Roblox users in Surabaya.

 

 

                   Abstrak

Penelitian ini bertujuan untuk mengetahui hubungan antara kecanduan game online dan kontrol diri dengan kecenderungan impulsive buying pada remaja pengguna Roblox di Surabaya. Permasalahan dalam penelitian didasari oleh meningkatnya aktivitas game online di kalangan remaja terutama pada platform Roblox yang dilengkapi sistem ekonomi virtual. Penelitian ini menggunakan pendekatan kuantitatif korelasional, melibatkan 351 partisipan yang dipilih melalui teknik purposive sampling. Instrumen penelitian meliputi skala kecanduan game online, skala kontrol diri, dan skala kecenderungan impulsive buying yang dianalisis menggunakan analisis regresi berganda. Temuan menunjukkan kecanduan game online berkorelasi positif signifikan dengan kecenderungan impulsive buying (β = 0,573; p < 0,001), mengindikasikan tingginya kecanduan berbanding lurus dengan meningkatnya impulsive buying. Sebaliknya, kontrol diri tidak memperlihatkan korelasi bermakna (β = 0,009; p = 0,581). Hasil mengindikasikan kecanduan game online berkontribusi langsung yang memicu impulsive buying, sementara kontrol diri belum terbukti berperan signifikan dalam mengurangi kecenderungan tersebut pada remaja pengguna Roblox di Surabaya.

 

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Published

2026-01-22