Hubungan Antara Intensitas Penggunaan Game Online: Mobile Legends dan Perilaku Konsumtif Pada Mahasiswa Universitas PGRI Ronggolawe Tuban

Authors

  • Alvyana Putri Febriyanti Universitas PGRI Ronggolawe
  • Annurudiya Annurudiya Universitas PGRI Ronggolawe
  • Yosia Dian Purnama Windrayadi Universitas PGRI Ronggolawe

DOI:

https://doi.org/10.58192/ebismen.v4i4.3847

Keywords:

online games, gaming intensity, consumptive behavior, university students, digital economy

Abstract

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

References

Aboujaoude, E., & Starcevic, V. (2015). Mental health in the digital age: Grave dangers, great promise. Oxford University Press.

Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211. https://doi.org/10.1016/0749-5978(91)90020-T

Asiva, N. R. (2021). Uji korelasi Spearman. Universitas Islam Malang.

Baumeister, R. F., & Vohs, K. D. (2007). Self-regulation, ego depletion, and motivation. Social and Personality Psychology Compass, 1(1), 115–128. https://doi.org/10.1111/j.1751-9004.2007.00001.x

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.

Fitrohusadi. (2015). Faktor-faktor yang mempengaruhi perilaku konsumtif remaja. Universitas Negeri Yogyakarta.

King, R., & de la Hera, T. (2020). Fortnite streamers as influencers: A study on gamers’ perceptions. The Computer Games Journal, 9(4), 349–368. https://doi.org/10.1007/s40869-020-00106-9

Lutfiah, L., Basri, M., & Kuswanti, H. (2022). Faktor-faktor yang memengaruhi perilaku konsumtif mahasiswa pendidikan ekonomi. Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK), 11(3), 1–10.

Martini, R., Fuadah, L., Sueb, M., Widarsono, A., Hidayat, N., & Winarno, W. W. (2018). Pengaruh kecanduan game online terhadap perilaku konsumtif siswa pengguna game online. Jurnal Riset Terapan Akuntansi, 2(2), 169–181. https://doi.org/10.26740/jrta.v2n2.p169-181

Novikasari, I. (2017). Uji validitas instrumen. Seminar Nasional Riset Inovatif, 1(1), 530–535.

Pulungan, D. R., & Febriaty, H. (2018). Pengaruh gaya hidup dan literasi keuangan terhadap perilaku konsumtif mahasiswa. Jurnal Riset Sains Manajemen, 2(3), 103–110. https://doi.org/10.5281/zenodo.1206382

Puspitasari, I., Syahputra, E. O., Raharjana, I. K., & Jie, F. (2018). The continuance intention of users’ engagement in multiplayer video games based on uses and gratifications theory. Journal of Information Systems Engineering and Business Intelligence, 4(2), 131–141. https://doi.org/10.20473/jisebi.4.2.131-141

Putri, R. C. S., Budiyono, B., & Kokotiasa, W. (2021). Dampak game online Mobile Legends terhadap perilaku remaja. Antropocene: Jurnal Penelitian Ilmu Humaniora, 1(1), 1–7. https://doi.org/10.2121/antropocene.v1i1.1765

Ritonga, L. S., & Adiati, R. P. (2022). Pengaruh gaya hidup hedonis dan self-esteem terhadap perilaku konsumtif pada remaja di Surabaya. Buletin Riset Psikologi dan Kesehatan Mental (BRPKM), 2(1), 476–485. https://doi.org/10.20473/brpkm.v2i1.2022.476-485

Rufaidah, A., Renata, D., Utami, S., Nisa, A., Satrianta, H., & Dachmiati, S. (2023). Intensitas bermain game online terhadap perilaku prososial siswa. Guidance, 20(2), 204–214. https://doi.org/10.32832/guidance.v20i2.9256

Skinner, J., & Freeman, R. (2021). Digital consumption and identity: How gamers express status in online economies. Journal of Digital Society Studies, 5(1), 45–60. https://doi.org/10.1080/26837411.2021.00001

Solomon, M. R. (2018). Consumer behavior: Buying, having, and being (12th ed.). Pearson Education.

Statista. (2024). Number of Mobile Legends: Bang Bang app downloads worldwide from January 2017 to December 2024. Statista Research Department. https://www.statista.com

Sugiyono. (2020). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Suryono, A. (2019). Hubungan intensitas bermain game online dengan tekanan darah pada remaja di Ponorogo. Universitas Muhammadiyah Ponorogo.

Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. Yale University Press.

Wardani, L. M. I., & Anggadita, R. (2021). Konsep diri dan konformitas pada perilaku konsumtif remaja. Penerbit NEM.

Yanti, M. M., Husna, A. N., & Qomariyah, L. (2024). Pengaruh self-control terhadap impulsive buying barang virtual dalam game pada pemain Mobile Legends. Proceedings of Advances in Social Science, Education and Humanities Research, 978–987. https://doi.org/10.2991/assehr.k.240120.115

Downloads

Published

2025-10-27

How to Cite

Febriyanti, A. P., Annurudiya, A., & Windrayadi , Y. D. P. (2025). Hubungan Antara Intensitas Penggunaan Game Online: Mobile Legends dan Perilaku Konsumtif Pada Mahasiswa Universitas PGRI Ronggolawe Tuban. Jurnal Ekonomi, Bisnis Dan Manajemen, 4(4), 267–284. https://doi.org/10.58192/ebismen.v4i4.3847

Similar Articles

1 2 3 4 5 6 7 8 9 10 11 > >> 

You may also start an advanced similarity search for this article.