Fadia Aulia Rahmah, . (2026) PENGARUH ELEMEN GAMIFIKASI DAN E-WALLET TERHADAP PENGATURAN ANGGARAN KEUANGAN (STUDI GENERASI Z DI DKI JAKARTA). Skripsi thesis, Universitas Pembangunan Nasional Veteran Jakarta.
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Abstract
Significant changes in Generation Z's financial behavior are currently linked to the rapid pace of digital technology innovation, particularly through the habit of playing gamified online games and the adoption of electronic wallets (E-Wallets) in daily transactions. In the gaming realm, gamification mechanisms such as point collection, badge acquisition, player rankings, challenges, and prizes have been shown to strengthen player loyalty and encourage the consumption of virtual goods. Furthermore, the ease of access and processing speed offered by E-Wallets have also changed users' spending patterns. This study aims to examine the influence of these two factors on the financial budgeting skills of Generation Z residing in Jakarta. Using a quantitative, survey-based approach, the study involved 330 purposively selected respondents. The questionnaire data was then processed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) technique through the SmartPLS application. Based on the analysis, the gamification element in online games was proven to have a strong and significant negative influence on budget management, as seen from the path coefficient of -0.639, t-statistic of 11.669, and p-value of 0.000. Meanwhile, the use of E-Wallets also showed a significant negative impact with a coefficient of -0.677, t-statistic of 15.428, and p-value of 0.000. Simultaneously, both variables significantly negatively affected budget management with an R-Square value of 0.766, indicating that 76.6% of the variation in budget management ability can be explained by these two variables. In conclusion, these findings confirm that the more intensively Generation Z is involved in gamified games and the more frequently they use E-Wallets, the more their capacity to plan, monitor, record, and evaluate financial budgets effectively will be eroded.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Additional Information: | [No. Panggil: 2210112230] [Pembimbing: Donny Maha Putra] [Penguji 1: Dewi Darmastuti] [Ketua Penguji: Anda Dwiharyadi] |
| Uncontrolled Keywords: | Gamification Elements, Online Games, E-Wallet, Financial Budgeting Behavior, Generation Z, Digital Financial Behavior. |
| Subjects: | H Social Sciences > HB Economic Theory H Social Sciences > HG Finance H Social Sciences > HJ Public Finance |
| Divisions: | Fakultas Ekonomi dan Bisnis > Program Studi Akuntansi (S1) |
| Depositing User: | FADIA AULIA RAHMAH |
| Date Deposited: | 06 Sep 2026 18:45 |
| Last Modified: | 06 Sep 2026 18:45 |
| URI: | http://repository.upnvj.ac.id/id/eprint/52072 |
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