金钱文学和金融行为对玩家使命召唤手机上消费者行为的影响

Intan Syafira Nur Fauzi, Ariyani Sulistyowati
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引用次数: 1

摘要

本研究旨在确定和测量金融素养和行为对《使命召唤:手机玩家》中消费行为的影响。虚拟世界的快速发展已经成为用户通过网络游戏寻求娱乐的祸害,这已经成为所有年龄和职业用户的鸦片效应,使他们成为消费型演员。这项研究是一项定量研究,对象被用作《使命召唤:移动玩家》。数据处理方法是使用PLS(偏最小二乘)来执行的。本研究中使用的抽样方法是非概率抽样方法,所使用的技术是有目的的抽样。本研究中使用的样本数量为120名受访者。设计假设通过SmartPLS 3.0应用程序中的结构方程模型(SEM)进行了测试。研究结果表明,金融素养对《使命召唤:手机玩家》的消费行为有正向显著影响,金融行为也对《使命呼叫:手机玩家的消费行为产生正向显著影响。这项研究的结果与金融素养和金融行为应该对消费行为产生影响的理论以及之前的几项研究相矛盾。这项研究的结果可以为进一步的研究人员发展相关研究提供建议,以找到影响游戏玩家消费行为的其他几个因素。
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Literasi Keuangan Dan Perilaku Keuangan Berpengaruh Terhadap Perilaku Konsumtif Pada Player Call Of Duty: Mobile
This study aims to determine and measure the influence of financial literacy and behavior on consumptive behavior in Call of Duty: Mobile players. The rapid development of the virtual world has become a scourge for its users in seeking entertainment through online games, this has become an opium effect for users of all ages and occupations, making them consumptive actors. This research is a quantitative research, where the object is used as a Call of Duty: Mobile player. The data processing method is carried out using PLS (Partial Least Square). The sampling method used in this study is a non-probability sampling method with the technique used is purposive sampling. The number of samples used in this study amounted to 120 respondents. The design hypothesis was tested through the structural equation model (SEM) in the SmartPLS 3.0 application. The results of the study indicate that financial literacy affects the consumptive behavior of Call of Duty: Mobile players positively and significantly, financial behavior also affects the consumptive behavior of Call of Duty: Mobile players positively and significantly. The results of this study contradict the theory as well as several previous studies where financial literacy and financial behavior should have an influence on consumptive behavior. The results of this study can be a suggestion for further researchers in developing related research to find several other factors that influence consumptive behavior for gamers.
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发文量
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审稿时长
12 weeks
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