SUKMA: Jurnal Penelitian Psikologi
Vol. 6 No. 2 (2025): Volume 6 No 2 Desember 2025

Kecenderungan impulsive buying pada remaja pengguna roblox: apakah dipengaruhi kecanduan game online dan kontrol diri?

Faturahman, Adi (Unknown)
Kusumandari, Rahma (Unknown)
Efendy, Mamang (Unknown)



Article Info

Publish Date
22 Jan 2026

Abstract

Abstract This study aims to examine the relationship between online game addiction and self-control with impulsive buying tendencies among adolescent Roblox users in Surabaya. The research problem is grounded in the increasing engagement in online gaming among adolescents, particularly on the Roblox platform, which is equipped with a virtual economic system. This study employed a quantitative correlational approach, involving 351 participants selected through purposive sampling. The research instruments consisted of an online game addiction scale, a self-control scale, and an impulsive buying tendency scale, which were analyzed using multiple regression analysis. The findings indicate that online game addiction is positively and significantly correlated with impulsive buying tendencies (β = 0.573; p < 0.001), suggesting that higher levels of addiction are directly associated with increased impulsive buying tendencies. In contrast, self-control did not demonstrate a significant correlation (β = 0.009; p = 0.581). These results indicate that online game addiction contributes directly to impulsive buying tendencies, while self-control has not been proven to play a significant role in reducing such tendencies among adolescent Roblox users in Surabaya. Abstrak Penelitian ini bertujuan untuk mengetahui hubungan antara kecanduan game online dan kontrol diri dengan kecenderungan impulsive buying pada remaja pengguna Roblox di Surabaya. Permasalahan dalam penelitian didasari oleh meningkatnya aktivitas game online di kalangan remaja terutama pada platform Roblox yang dilengkapi sistem ekonomi virtual. Penelitian ini menggunakan pendekatan kuantitatif korelasional, melibatkan 351 partisipan yang dipilih melalui teknik purposive sampling. Instrumen penelitian meliputi skala kecanduan game online, skala kontrol diri, dan skala kecenderungan impulsive buying yang dianalisis menggunakan analisis regresi berganda. Temuan menunjukkan kecanduan game online berkorelasi positif signifikan dengan kecenderungan impulsive buying (β = 0,573; p < 0,001), mengindikasikan tingginya kecanduan berbanding lurus dengan meningkatnya impulsive buying. Sebaliknya, kontrol diri tidak memperlihatkan korelasi bermakna (β = 0,009; p = 0,581). Hasil mengindikasikan kecanduan game online berkontribusi langsung yang memicu impulsive buying, sementara kontrol diri belum terbukti berperan signifikan dalam mengurangi kecenderungan tersebut pada remaja pengguna Roblox di Surabaya.

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Journal Info

Abbrev

sukma

Publisher

Subject

Humanities Education Neuroscience Social Sciences Other

Description

Focus and Scope SUKMA: Jurnal Penelitian Psikologi (SUKMA) accepts manuscript research results in the fields of educational psychology, developmental psychology, and clinical psychology, but not limited to: 1. Personality and Learning 2. Learning Interventions 3. Teaching Strategies 4. Education of ...