"Penelitian ini bertujuan untuk menganalisis faktor-faktor psikologis yang memengaruhi pembelian impulsif online dalam game Multiplayer Online Battle Arena (MOBA), serta dampaknya terhadap penyesalan pembelian (purchase regret) di kalangan Generasi Z di Jabodetabek. Fenomena pembelian impulsif semakin meningkat seiring perkembangan ekosistem game digital berbasis freemium yang mendorong pemain untuk membeli item digital secara spontan.
Penelitian ini menguji pengaruh Perceived Playfulness, Customer Innovativeness, Product Involvement, Self-Image Congruence, dan Self-Gratification terhadap Online Impulse Buying, serta dampaknya terhadap Purchase Regret. Metode yang digunakan adalah kuantitatif dengan pendekatan Structural Equation Modeling (SEM-PLS). Data dikumpulkan melalui kuesioner online dari 295 responden Gen Z di Jabodetabek yang aktif bermain game MOBA dan pernah melakukan pembelian digital secara impulsif.
Hasil penelitian menunjukkan bahwa Perceived Playfulness, Customer Innovativeness, dan Self-Image Congruence berpengaruh signifikan terhadap pembelian impulsif online, sementara Product Involvement dan Self-Gratification tidak signifikan. Selain itu, pembelian impulsif online terbukti berpengaruh terhadap penyesalan pembelian.Temuan ini memberikan kontribusi bagi pengembangan model perilaku konsumen digital serta implikasi bagi pengembang dan pemasar game untuk menyusun strategi komunikasi yang etis dan berorientasi pada pengalaman pemain.
This study aims to analyze the psychological factors that influence online impulse buying in Multiplayer Online Battle Arena (MOBA) games, as well as its impact on purchase regret among Generation Z in the Jabodetabek area. The phenomenon of impulsive digital purchasing has increased along with the growth of the freemium-based digital game ecosystem, which encourages players to spontaneously buy in-game items.This research examines the influence of Perceived Playfulness, Customer Innovativeness, Product Involvement, Self-Image Congruence, and Self-Gratification on Online Impulse Buying, and its effect on Purchase Regret. A quantitative method was employed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) approach. Data were collected through an online questionnaire distributed to 295 Gen Z respondents in Jabodetabek who actively play MOBA games and have previously made impulsive digital purchases.The results indicate that Perceived Playfulness, Customer Innovativeness, and Self-Image Congruence have a significant effect on online impulse buying, while Product Involvement and Self-Gratification do not. In addition, Online Impulse Buying significantly affects Purchase Regret. These findings contribute to the development of digital consumer behavior models and offer practical implications for game developers and marketers in designing ethical and user-centered communication strategies."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2025