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dc.contributor.advisorSyahyunan
dc.contributor.authorAlandia, Ervira
dc.date.accessioned2025-02-21T01:08:26Z
dc.date.available2025-02-21T01:08:26Z
dc.date.issued2025
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/101538
dc.description.abstractThis study aims to determine and analyze the effect of using e–wallets, flash sales, and financial literacy on consumptive behavior in purchasing virtual products in the Mobile Legends online game. Along with the increasing popularity of mobile games, especially Mobile Legends, the phenomenon of in–game purchases has become common, which has led to consumptive behavior among players. Factors that trigger this phenomenon are the use of e–wallets, flash sale, and low financial literacy which play a role in leading players to make irrational decisions in spending. The type of research is causal associative using quantitative data. The population in this study is generation Z who play Mobile Legends and actively top up using e–wallets in Medan Johor District where the number is unknown. The sample size is 120 people. This data analysis technique uses descriptive analysis and multiple linear regression analysis. The results of this study indicate that partially the use of e–wallet has a positive and significant effect on the consumptive behavior of purchasing virtual products in the Mobile Legends online game, flash sales has a positive and significant effect on the consumptive behavior of purchasing virtual products in Mobile Legends, and financial literacy has a negative and significant effect on consumptive behavior in purchasing virtual products in the Mobile Legendsen_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectE–Walleten_US
dc.subjectFlash Saleen_US
dc.subjectFinancial Literacyen_US
dc.subjectConsumptive Behavioren_US
dc.titlePengaruh Penggunaan E–Wallet, Flash Sale, dan Literasi Keuangan terhadap Perilaku Konsumtif pada Pembelian Produk Virtual dalam Game Online Mobile Legends (Studi Kasus pada Generasi Z Pemain Mobile Legends)en_US
dc.title.alternativeThe Effect of E–Wallet Usage, Flash Sale, and Financial Literacy on Consumptive Behavior in Purchasing Virtual Products in Mobile Legends Online Game (Case Study on Generation Z Mobile Legends Players)en_US
dc.typeThesisen_US
dc.identifier.nimNIM200502015
dc.identifier.nidnNIDN0004096602
dc.identifier.kodeprodiKODEPRODI61201#Manajemen
dc.description.pages139 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 4. Quality Educationen_US


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