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<title>2021</title>
<link>http://repository.president.ac.id/xmlui/handle/123456789/11082</link>
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<pubDate>Wed, 08 Apr 2026 05:01:34 GMT</pubDate>
<dc:date>2026-04-08T05:01:34Z</dc:date>
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<title>Factors Affecting Saving Behaviour Among Online Gamers in Greater Jakarta</title>
<link>http://repository.president.ac.id/xmlui/handle/123456789/11083</link>
<description>Factors Affecting Saving Behaviour Among Online Gamers in Greater Jakarta
Komalasari, Farida; Dio Julio Sander; Adhi Setyo Santoso; Lukas Sangka Pamungkas
Games, especially digital online games in both PC and mobile phones are in its peak of&#13;
developing and growing. Along with that, the number of gamers significantly increased&#13;
from every range of age for both men and women. In 2017, the number of gamers in&#13;
Indonesia are 43.7million people, which increased to 52 million people in 2019.&#13;
Contradicting the growth of gamers, Indonesians’ intention to save is low compared to&#13;
other countries in ASEAN. Considering this phenomena, this paper aims to investigate&#13;
the factors that affects saving behaviour of online gamers in Indonesia, especially in&#13;
Greater Jakarta. This is a quantitative research using primary data from 218&#13;
respondents. The respondents are selected using non-probability sampling that are&#13;
purposive sampling and snowball sampling. The data were gathered using questionnaire,&#13;
whuch consists of demographic variables and 41 statements as variable measurements&#13;
distributed to online gamers in Greater Jakarta, Indonesia. The data were analyzed using&#13;
Structural Equation Model (SEM). A research found that financial literacy significantly&#13;
influences both financial attitude and saving behaviour of online gamers in Greater&#13;
Jakarta, Indonesia. The financial attitude also significantly influences their saving&#13;
behaviour. Meanwhile, family influence and peer influence do not significantly influence&#13;
their saving behaviour. Authors believe that this is the first research in Indonesia using&#13;
this framework with online gamers as its object of research.
The 5 th International Conference on Family Business and Entrepreneurship (ICFBE) Proceedings, 2021, p. 307-316
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<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
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<dc:date>2021-01-01T00:00:00Z</dc:date>
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