Pengaruh Fear of Missing Out (FOMO) dan Hedonic Motivation terhadap Impulsive Buying Top-Up Robux di Game Roblox Melalui Self Control pada Generasi Z

Authors

  • Wulan Suminar Universitas Negeri Jakarta Author
  • Dita Puruwita Universitas Negeri Jakarta Author
  • Daru Putri Kusumaningtyas Universitas Negeri Jakarta Author

DOI:

https://doi.org/10.63822/31ttfn55

Keywords:

Fear of Missing Out (FOMO); Hedonic Motivation; Self-Control; Impulsive Buying; Top-up Robux.

Abstract

The study aims to examine the influence Fear of Missing Out (FOMO) and hedonic motivation on impulsive buying through self-control as a mediating variable among Generation Z who purchase Robux top-ups in the Roblox game. This study employed a quantitative approach by collecting data through an online questionnaire distributed via Google Forms to 175 respondentd selected using a purposive sampling technique. The data were analyzed using Structural Equation Modeling-Partial Least Squares (SEM-PLS) with the assistance of SmartPLS version 4. The results indicate that Fear of Missing Out (FOMO) and hedonic motivation each have a negative and significant effect on self- control. Furthermore, self-control has a negative and significant effect on impulsive buying. Meanwhile, Fear of Missing Out (FOMO) and hedonic motivation each have a positive and significant effect on impulsive buying. The findings also demonstrate that self-control mediates the relationship beetwen Fear of Missing Out (FOMO) and hedonic motivation on impulsive buying. Based on these findings, it is recommended that Generation Z strengthen their self-control in managing digital spending and carefully consider their needs before purchasing Robux top-ups. In addition, educational institutions are encouraged to strengthen digital financial literacy, while digital business practitioners and game developers psychological factors in order to minimize excessive impulsive buying behavior

References

Access Partnership. (2025). Di Balik Layar: Dampak Ekonomi Roblox di Indonesia. https://about.roblox.com/pdf/2024-indonesia-economic-report-id

Airlangga, M. M., & Alfansi, L. (2025). Drivers of Mobile Game Addiction and Its Impact on Game Loyalty and In-App Purchase Intention Among Gen-Z in Indonesia. Journal of Enterprise and Development, *7*(2), 217–230. https://doi.org/10.20414/jed.v7i2.13120

Alamsyah, A. G., Ardelisma, A., Nugraha, A., & Jannah, M. (2025). Second Instagram accounts: A study of Generation Z's Self-Identity in Medan. Satwika: Kajian Ilmu Budaya Dan Perubahan Sosial, *9*(1), 62–77. https://doi.org/10.22219/satwika.v9i1.38102

Anita, Imran Musa, C., Ilham Wardhana Haeruddin, M., Ichwan Musa, M., & Riwayat Abadi, R. (2026). Pengaruh FoMO dan Influencer Marketing, terhadap Impulse Buying yang di Mediasi Oleh Self Control pada Produk Glad2glow. Jurnal Ilmu Sosial, Pendidikan Dan Humaniora, *5*(1). https://doi.org/10.56910/jispendiora.v5i1.3444

Arifin, H. H., & Milla, M. N. (2020). Adaptasi dan properti psikometrik skala kontrol diri. Jurnal Psikologi Sosial, *18*(2), 179–195. https://doi.org/10.7454/jps.2020.18

Arnold, M. J., & Reynolds, K. E. (2003). Hedonic shopping motivations. Journal of Retailing, *79*(2), 77–95. https://doi.org/10.1016/S0022-4359(03)00007-1

Artadita, S., & Firmialy, S. D. (2024). How Does Self-Control Moderate Shopping Enjoyment and Impulse Buying Among Generation Z Online Gamers? Binus Business Review, *15*(2), 179–189. https://doi.org/10.21512/bbr.v15i2.10697

Arthur, B., & Abiyasa, A. P. (2025). Uncovering the Driving Factors of Microtransactions: Digital Consumer Behavior, In-Game Events, and the Influence of FOMO among Generation Z In Indonesia. Amkop Management Accounting Review (AMAR), *5*(2), 1147–1163. https://doi.org/10.37531/amar.v5i2.3216

Asrul, A. (2024). Evolusi Bisnis Digital: Dampak Teknologi terhadap Perilaku Konsumen dan Pasar Global. Inovasi Jurnal Ekonomi Dan Akuntansi, *2*(3), 130–135. https://doi.org/10.59696/investasi.v2i3.76

Bakar, R. M., Rahmat, A., Panggabean, B. L. E., & Muhaimin, M. I. F. (2025). Digital Natives di Perguruan Tinggi: Strategi untuk Berkomunikasi dan Memperdayakan Generasi Z. Jurnal Dedikasi, *27*(2), 129–135. https://doi.org/10.26858/dedikasi.v27i2.78271

Bujang, M. A., Omar, E. D., Foo, D. H. P., & Hon, Y. K. (2024). Sample size determination for conducting a pilot study to assess reliability of a questionnaire. Restorative Dentistry and Endodontics, *49*(1). https://doi.org/10.5395/rde.2024.49.e3

Damayanti, M. R., & Sagoro, E. M. (2024). Pengaruh Perilaku Fear of Missing Out (FOMO) dan Kemudahan Penggunaan Terhadap Impulsive Buying Pada Pengguna E-commerce Dengan Self Control Sebagai Variabel Moderasi. Jurnal Pendidikan Akuntansi Indonesia, *22*(2), 66–77. https://doi.org/10.21831/jpai.v22i2.76414

Garcia, N. P., & Horst, E. ter. (2025). Loyalty beyond transactions: the role of perceived brand ethics in e-commerce. Frontiers in Communication, *10*. https://doi.org/10.3389/fcomm.2025.1605171

Hair, J. J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (3rd ed.). SAGE.

Hair Jr, J. F., Hult, T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., & Ray, S. (2021). Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R. Springer. https://link.springer.com/book/10.1007/978-3-030-80519-7

Ilham Al-Fisyahri, F., & Muhid, A. (2022). Self control, extrovert personality and impulsive buying behaviors among online gamers. Jurnal Pemikiran Dan Penelitian Psikologi, *17*(2). https://doi.org/10.32734/psikologia.v17i2.9538

ION Network. (2024). Berapa Banyak Pemain Roblox di Indonesia 2025? Blog ION Network. https://blog.ionnetwork.co.id/berapa-banyak-pemain-roblox-di-indonesia-2025/

Jeong, K.-H., & You, J. (2026). A study on the differences in social-face sensitivity and conspicuous consumption tendency based on sports consumers' impulse buying tendency: focusing on Generation Z. Frontiers in Psychology, *17*. https://doi.org/10.3389/fpsyg.2026.1764875

Kankaraš, M., & Capecchi, S. (2025). Neither agree nor disagree: use and misuse of the neutral response category in Likert-type scales. Metron, *83*(1), 111–140. https://doi.org/10.1007/s40300-024-00276-5

Kardena, G. D., & Rozi, F. (2024). Pengaruh Self Control dan Hedonic Shopping Motivation terhadap Impulsive Buying. Instructional Development Journal (IDJ), *7*(2), 354–361. https://doi.org/10.24014/idj.v7i2.30114

Kong, L., Sun, H., He, W., & Hu, W. (2024). Distraction or motivation? Unraveling the role of fear of missing out on college students' learning engagement. BMC Psychology, *12*(1). https://doi.org/10.1186/s40359-024-02164-z

Kovan, A., Yıldırım, M., & Gülbahçe, A. (2024). The relationship between fear of missing out and social media addiction among Turkish Muslim students: A serial mediation model through self-control and responsibility. Social Sciences and Humanities Open, *10*. https://doi.org/10.1016/j.ssaho.2024.101084

Kunselman, A. R. (2024). A brief overview of pilot studies and their sample size justification. Fertility and Sterility, *121*(6), 899–901. https://doi.org/10.1016/j.fertnstert.2024.01.040

Morits, K. K., Anakaka, D. L., & Panis, M. P. (2025). Self-Control and Impulsive Buying Behavior in Fashion Models. Journal of Health and Behavioral Science, *7*(3), 763–778. https://doi.org/10.35508/jhbs.v7i3.21076

Naibaho, R. Y., Lapian, S. L. V. J., & Tumewu, F. J. (2024). Pengaruh Motivasi Belanja Hedonis dan Promosi Penjualan Terhadap Pembelian Impulsif Virtual Skin Karakter Game online Mobile Legends Pada Generasi Z di Kelurahan Bahu. Jurnal Ekonomi Manajemen Bisnis Dan Akuntansi, *12*(03), 1654–1666. https://doi.org/10.35794/emba.v12i03.58308

Nasution, E. M., & Aramita, F. (2024). Pengaruh Lokasi dan Kelengkapan Produk Terhadap Keputusan Pembelian Konsumen di toko Sehati Jaya. Jurnal Ilmiah Manajemen Dan Bisnis (JIMBI), *5*(1), 62–71. https://doi.org/10.31289/jimbi.v5i1.4331

Novyantari, N. P. W., Imbayani, I. G. A., & Prayoga, I. M. (2024). Pengaruh Hedonic Shopping Motivation, Shopping Lifestyle Dan Self Control Terhadap Impulse Buying Pada Pengguna E-commerce Tokopedia Di Denpasar. Jurnal Management Ekonomi Dan Akuntansi, *13*(1). https://doi.org/10.31959/jm.v13i1.2027

Pratama, N. F. (2025). Anak Sule Kebobolan, Transaksi Roblox Tembus Rp 50 Juta. Detik.Com. https://www.detik.com/pop/trending/d-8044897/anak-sule-kebobolan-transaksi-roblox-tembus-rp-50-juta

Przybylski, A. K., Murayama, K., Dehaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, *29*(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014

Putri, S. A., Widyastuti, U., & Monoarfa, T. A. (2025). Pengaruh Financial Literacy dan Hedonic Shopping Motivation Terhadap Impulsive Buying Melalui Spending Self Control Sebagai Mediasi pada Pengguna Shopee Paylater. Jurnal Ekonomi Dan Manajemen, *3*(1), 510–526. https://doi.org/10.62710/6gye4d36

Rafiah, A. D., Rohayati, N., Pertiwi, A., Buana, U., & Karawang, P. (2025). Generasi Z dan Doom Spending: Analisis Prediktor Motivasi Belanja Hedonis dan Fomo terhadap Pembelian Impulsif di Era Digital. Psikosilamedia Jurnal Psikologi, *10*(2). https://doi.org/10.22373/psikoislamedia.v10i2.32032

Rizki Damayanti, M., & Murti Sagoro, E. (2024). Pengaruh Perilaku Fear of Missing Out dan Kemudahan Penggunaan Terhadap Impulsive Buying Pada Pengguna E-commerce Dengan Self Control Sebagai Variabel Moderasi. Jurnal Pendidikan Akuntansi Indonesia, *22*, 66–77.

Roblox Corporation. (2024). Ways to Get Robux – Roblox Support. Roblox Corporation. https://en.help.roblox.com/hc/en-us/articles/203313200-Ways-to-Get-Robux

Ross, A., & Willson, V. L. (2017). Basic and Advanced Statistical Tests: Writing Results Sections and Creating Tables and Figures. In Basic and Advanced Statistical Tests: Writing Results Sections and Creating Tables and Figures. Sense Publishers. https://doi.org/10.1007/978-94-6351-086-8

Sihombing, R. P., Rubiyanti, Rd. N., & Pradana, M. (2025). The Effect of Hedonic Shopping Motivation, Shopping Lifestyle and Fear of Missing Out on Impulsive Buying with Positive Emotion as a Mediation in Generation Z (Shopee E-commerce User). Multidisciplinary Indonesian Center Journal (MICJO), *2*(3), 3358–3372. https://doi.org/10.62567/micjo.v2i3.991

Soleha, S. R., & Sagir, H. J. (2024). Pengaruh Fear Of Missing Out (FOMO) dan Hedonic Shopping Motivation Terhadap Impulse Buying di E-commerce (Studi Pada Generasi Z Lombok). Journal of Economics, Business, & Entrepreneurship. https://doi.org/10.29303/alexandria.v5iSpecialIssue.604

Statista Research Department. (2025). Global Roblox game user distribution by age 2024. Statista Research Department. https://www.statista.com/statistics/1190869/roblox-games-users-global-distribution-age/

Sufyan, A., Cahya Dewanti, A., & Lorenza, L. (2024). Pengaruh Motivasi Belanja Hedonis terhadap Impulse Buying pada Generasi Z di Sleman. Manabis: Media Eletronik, *3*(4), 148–157. https://doi.org/10.54259/manabis.v3i4.3866

Sun, C., Sun, B., Lin, Y., & Zhou, H. (2022). Problematic Mobile Phone Use Increases with the Fear of Missing Out Among College Students: The Effects of Self-Control, Perceived Social Support and Future Orientation. Psychology Research and Behavior Management, *15*, 1–8. https://doi.org/10.2147/PRBM.S345650

Syaroni, M., & Kusuma, A. M. (2026). Pengaruh Fear of Missing Out (FOMO) dan Sales Promotion terhadap Impulsive Buying Robux dengan Emosi Positif sebagai Mediator Parsial. Takuana: Jurnal Pendidikan, Sains, Dan Humaniora, *4*(4), 1697–1712. https://doi.org/10.56113/takuana.v4i4.373

Tornow, N. (2025). Annual Roblox Economic Impact Report. Roblox Corporation. https://corp.roblox.com/newsroom/2025/09/roblox-annual-economic-impact-report

Verplanken, B., & Herabadi, A. (2001). Individual differences in impulse buying tendency: Feeling and no thinking. European Journal of Personality, *15*(1). https://doi.org/10.1002/per.423

Watoła, S., Han, F., & Strzelecki, A. (2025). The antecedents of players' financial commitment to make microtransactions in free-to-play games. Future Business Journal, *11*(1), 280. https://doi.org/10.1186/s43093-025-00700-w

Willie, M. M. (2024). Population and Target Population in Research Methodology. Golden Ratio of Social Science and Education, *4*(1), 75–79. https://doi.org/10.52970/grsse.v4i1.405

Yanti, M. M., Husna, A. N., & Qomariyah, L. (2024). The Effect of Self-Control on Impulsive Buying of In-Game Virtual Goods among Mobile Legends Bang Bang Players (pp. 764–771). https://doi.org/10.2991/978-2-38476-118-0_88

Published

2026-07-08

How to Cite

Suminar, W., Puruwita, D., & Kusumaningtyas, D. P. (2026). Pengaruh Fear of Missing Out (FOMO) dan Hedonic Motivation terhadap Impulsive Buying Top-Up Robux di Game Roblox Melalui Self Control pada Generasi Z. Jurnal Ilmiah Ekonomi Dan Manajemen Indonesia, 2(2), 1766-1784. https://doi.org/10.63822/31ttfn55