ERICK DANIEL PARADONGAN SILITONGA, . (2026) PENGARUH FEAR OF MISSING OUT (FOMO) TERHADAP PERILAKU KONSUMTIF PEMAIN GAME GACHA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh Fear of Missing Out (FoMO) terhadap perilaku konsumtif pada pemain game gacha. FoMO diukur menggunakan pendekatan multidimensional yang terdiri atas personal FoMO dan social FoMO, sedangkan perilaku konsumtif diukur melalui aspek pembelian impulsif, pembelian tidak rasional, dan pemborosan. Penelitian ini menggunakan pendekatan kuantitatif dengan tipe penelitian eksplanatori. Sampel penelitian berjumlah 215 responden yang pernah melakukan pembelian virtual goods dan dipilih menggunakan teknik purposive sampling. Data dikumpulkan menggunakan skala perilaku konsumtif yang diadaptasi dari Dirasari berdasarkan teori Lina dan Rosyid serta FoMO Scale: A Self-concept Perspective yang dikembangkan oleh Zhang dkk. Analisis data dilakukan menggunakan regresi linear berganda. Hasil penelitian menunjukkan bahwa FoMO berpengaruh signifikan terhadap perilaku konsumtif pada pemain game gacha. Secara parsial, social FoMO berpengaruh signifikan terhadap perilaku konsumtif, sedangkan personal FoMO tidak menunjukkan pengaruh yang signifikan. Temuan ini menunjukkan bahwa kekhawatiran tertinggal dari pengalaman pemain lain memiliki peran yang lebih besar dalam mendorong perilaku konsumtif dibandingkan kekhawatiran terhadap perkembangan diri sendiri. Kata kunci: fear of missing out, personal fomo, social fomo, perilaku konsumtif, game gacha ***** This study aimed to examine the influence of Fear of Missing Out (FoMO) on the consumptive behavior of gacha game players. FoMO was measured using a multidimensional approach consisting of personal FoMO and social FoMO, while consumptive behavior was assessed through the dimensions of impulsive buying, irrational buying, and wasteful spending. This study employed a quantitative approach with an explanatory research design. The participants consisted of 215 respondents who had previously purchased virtual goods and were selected using a purposive sampling technique. Data were collected using the Consumptive Behavior Scale adapted by Dirasari based on the theory of Lina and Rosyid, as well as the FoMO Scale: A Self-concept Perspective developed by Zhang et al. Data were analyzed using multiple linear regression. The results indicated that FoMO had a significant influence on the consumptive behavior of gacha game players. Partially, social FoMO had a significant effect on consumptive behavior, whereas personal FoMO did not have a significant effect. These findings suggest that concerns about missing out on other players' experiences play a greater role in encouraging consumptive behavior than concerns related to one's own personal development. Keywords: Fear of Missing Out, personal FoMO, social FoMO, consumptive behavior, gacha game
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Dr. Lussy Dwiutami Wahyuni, M.Pd. ; 2). Fauziah Wijayanti, S.Psi., M.Psi. |
| Subjects: | Pendidikan > Psikologi Pendidikan |
| Divisions: | FPPsi > S1 Psikologi |
| Depositing User: | Erick Daniel Paradongan Silitonga . |
| Date Deposited: | 20 Aug 2026 01:49 |
| Last Modified: | 20 Aug 2026 01:49 |
| URI: | http://repository.unj.ac.id/id/eprint/71933 |
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