The Influence of Digital Payment, FOMO, Shopping Enjoyment, and Social Influence on Impulse Buying Among Roblox Players
DOI:
https://doi.org/10.55681/economina.v5i9.4002Keywords:
Digital Payment, Fomo, Shopping Enjoyment, Social Influence, Impulse BuyingAbstract
This study aims to examine the effect of digital payment, fear of missing out (FoMO), shopping enjoyment, and social influence on impulse buying of virtual items among Generation Z Roblox players in West Java, both partially and simultaneously. A quantitative approach was employed using a Likert-scale questionnaire distributed to 200 respondents selected through purposive sampling, with data analyzed using multiple linear regression in SPSS 25. The results show that digital payment has no significant effect on impulse buying, whereas FoMO, shopping enjoyment, and social influence each have a significant positive effect. Simultaneously, the four variables significantly influence impulse buying, with a coefficient of determination of 63.7%, while social influence emerges as the most dominant predictor. These findings indicate that impulsive purchasing of Roblox virtual items is driven more strongly by psychological and social factors than by payment convenience, offering practical implications for responsible monetization design on user-generated content platforms.
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