This research aims to determine the effectiveness of the Impulscard game in reducing impulsive buying behavior in the marketplace among high school students in Padang City. This research uses quasi-experimental with two-group pretest-posttest design. The population is 33 high schools in Padang City that have been connected to the internet. The research sample was taken using a purposive sampling technique and obtained 6 people. The research results were analyzed using SPSS 20 software. In the experimental group, the sig. (2-tailed) value was 0.035 (<0.05) while in the control group, the sig. (2-tailed) value was 0.423 (>0.05). These results indicate that the Impulscard game is effective in reducing impulsive buying behavior in the marketplace among high school students in Padang City.
Copyrights © 2025