The Influence of Financial Knowledge, Mental Accounting, Impulsivity, and Playing Intensity on In-Game Spending by Genshin Impact Players in Indonesia

Authors

  • Erlina Herowati STIE YKPN Yogyakarta
  • Bernika Aulia STIE YKPN Yogyakarta

DOI:

https://doi.org/10.55927/fintech.v4i1.195

Keywords:

Financial Knowledge, Mental Accounting, Impulsivitas, Intensitas Bermain, Pengeluaran In-Game

Abstract

This study aims to analyze the influence of financial knowledge, accounting mental, impulsivity, and playing intensity on in-game spending among Genshin Impact players in Indonesia. The research adopts a quantitative approach using an online questionnaire survey. A total of 105 eligible respondents were analyzed using multiple linear regression with SPSS. Validity tests, reliability tests, and classical assumption tests were conducted to ensure the appropriateness of the instruments and model. The results show that impulsivity and playing intensity have a positive and significant effect on in-game spending. Meanwhile, financial knowledge and mental accounting do not have a significant influence. Simultaneously, the four variables significantly affect in-game spending, with the model explaining 32.8 percent of the variance. These findings indicate that digital purchasing behavior in games is more strongly driven by psychological factors and engagement levels rather than rational considerations related to financial literacy.

References

Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211.

AppMagic. (2023). Mobile Game Download Statistics. Diakses dari https://appmagic.rocks/

Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice-Hall.

Baumeister, R. F. (2002). Yielding to temptation: Self-control failure, impulsive purchasing, and consumer behavior. Journal of Consumer Research, 28(4), 670–676.

Chaerul, A., & Triyuwono, I. (2024). Pengaruh mental accounting terhadap perilaku konsumtif digital pemain Genshin Impact. Jurnal Akuntansi dan Keuangan, 9(1), 45–56.

Chen, H., & Volpe, R. P. (1998). An analysis of personal financial literacy among college students. Financial Services Review, 7(2), 107–128.

Chen, S., & Yan, X. (2020). Factors influencing impulsive online purchase behavior. Journal of Retailing and Consumer Services, 53, 101–115.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340.

Gathergood, J., & Weber, J. (2022). Self-control, financial behavior, and digital spending patterns. Journal of Economic Behavior & Organization, 199, 1–15.

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2020). Multivariate data analysis (8th ed.). Pearson.

Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods? A meta-analysis. Computers in Human Behavior, 71, 59–69.

Hamari, J., Hanner, N., & Koivisto, J. (2017). Service quality explains why people use freemium services. International Journal of Information Management, 37(1), 1449–1459.

Handojo, A., Pratama, Y., & Susanto, L. (2023). Digital spending behavior and in-game purchase intention among Indonesian gamers. Jurnal Ekonomi dan Perilaku Konsumen, 5(2), 120–135.

Hsu, C. L., & Lu, H. P. (2004). Why do people play online games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868.

Huston, S. J. (2019). Measuring financial literacy. Journal of Consumer Affairs, 44(2), 296–316.

Kahneman, D., & Tversky, A. (1979). Prospect theory: An analysis of decision under risk. Econometrica, 47(2), 263–291.

Kim, H., & Lee, S. (2021). Gaming behavior and in-app purchase decision: The moderating role of player involvement. International Journal of Interactive Media, 8(1), 25–39.

Li, X., Chen, Y., & Zhang, H. (2023). Gaming intensity and purchase decision in mobile games: The mediating role of impulsivity. Journal of Interactive Marketing, 63, 102–118.

Lusardi, A., & Mitchell, O. S. (2020). The economics of financial literacy. Journal of Economic Literature, 48(2), 1–25.

OECD. (2018). Financial literacy and inclusion in ASEAN countries. OECD Publishing.

Putri, S. D., & Dewi, A. M. (2025). Pengaruh literasi keuangan terhadap perilaku konsumtif digital generasi Z di Bandung. Jurnal Ekonomi dan Bisnis Digital, 12(1), 1–12.

Rizky, N., & Dewi, F. (2024). Intensitas bermain dan pengeluaran in-game pada pemain Genshin Impact di Indonesia. Jurnal Akuntansi Digital, 6(2), 77–85.

Rook, D. W., & Fisher, R. J. (1995). Normative influences on impulsive buying behavior. Journal of Consumer Research, 22(3), 305–313.

Thaler, R. H. (1985). Mental accounting and consumer choice. Marketing Science, 4(3), 199–214.

Thaler, R. H. (2016). Misbehaving: The making of behavioral economics. W. W. Norton & Company.

We Are Social. (2024). Digital 2024: Indonesia Report.

https://datareportal.com/reports/digital-2024-indonesia

Published

2026-01-31