PENGARUH SELF-ESTEEM DAN STATUS SOSIAL EKONOMI TERHADAP PEMBELIAN IMPULSIF VIRTUAL ITEM GAME ONLINE PADA GENERASI Z

MUHAMMAD RAFIF LUSANDI, . (2022) PENGARUH SELF-ESTEEM DAN STATUS SOSIAL EKONOMI TERHADAP PEMBELIAN IMPULSIF VIRTUAL ITEM GAME ONLINE PADA GENERASI Z. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh harga diri dan status sosial ekonomi terhadap pembelian impulsif virtual item game online pada generasi Z. Metode yang digunakan adalah penelitian kuantitatif dengan analisis regresi berganda. Populasi dalam penelitian ini adalah generasi Z yang bermain game online, pernah melakukan pembelian dan berdomisili di Jakarta. Besar sampel ditentukan dengan teknik purposive sampling dengan beberapa kriteria dan diperoleh 165 partisipan. Ada tiga alat ukur yang digunakan dalam penelitian ini, yaitu Impulsive Buying Tendency Scale (IBTS) dari Verplanken dan Herabadi (2001), Rosenberg Self-Esteem Scale (RSES) dari Rosenberg (1965), dan Kuppuswamy's Socioeconomic Scale dari Kuppuswamy (1976). Hasil penelitian menunjukkan nilai Sig. 0,035 yang berarti terdapat pengaruh antara harga diri dan status sosial ekonomi terhadap pembelian impulsif virtual item game online pada generasi Z. ***** This study aims to determine the effect of self-esteem and socio-economic status on impulsive buying of virtual online game items in generation Z. The method used is quantitative research with multiple regression analysis. The population of this research is generation Z who play game online, have made purchases and live in Jakarta. The sample size was determined by purposive sampling with several criteria and obtained 165 participant. There are three measuring instruments used in this study, namely the Impulsive Buying Tendency Scale (IBTS) from Verplanken and Herabadi (2001), Rosenberg Self-Esteem Scale (RSES) from Rosenberg (1965), and Kuppuswamy's Socioeconomic Scale from Kuppuswamy (1976). The results showed the value of Sig. 0.035, which means that there is an influence between self-esteem and socio-economic status on impulsive buying of virtual online game items in generation Z.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Lussy Dwiutami Wahyuni, M.Pd. 2). Rahmadianty Gazadinda, M.Sc.
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Manajemen > Perilaku Konsumen
Divisions: FPP > S1 Psikologi
Depositing User: Users 16382 not found.
Date Deposited: 14 Sep 2022 01:03
Last Modified: 15 Nov 2022 06:15
URI: http://repository.unj.ac.id/id/eprint/35864

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