Perilaku Konsumtif Mahasiswa dalam Belanja Online (Top Up Voucher Game) yang Terpengaruh Pekembangan Industri E-Sports Indonesia. Studi Kasus: Mahasiswa Fakultas Ilmu Sosial Ilmu Politik Universitas Sumatera Utara
Abstract
The research entitled Consumptive Behavior of Students in Online Shopping (
Voucher Games Top Up) Influenced by the Development of the Indonesian E-Sports
Industry. Case Study: Student of the Faculty of Social Sciences, Political Science,
University of North Sumatra. This research aims: 1. To find out the reasons students
carry out online shopping activities (top up game vouchers). 2. To find out what are
the factors that can encourage online shopping activities (top up game vouchers).
3. To find out what students get after doing online shopping activities (top up game
vouchers). The research method used in this research is a descriptive qualitative
research method. In addition, this study used data collection techniques in the form
of observation techniques, in-depth interviews (in depth) and documentation. The
informants in this study were 8 USU FISIP students consisting of the 2019-2020
Batch. The results of the study show that factors that encourage consumptive
behavior in the Top Up Voucher Game among USU FISIP students include: a.
Media, b. Environment, c. Interest (Self Desire), d. Economic Condition, and e.
Efficiency. In line with the theory of Culture and Consumption from Grant
McCracken which emphasizes that consumptive behavior is not only about meeting
material needs, but also about how consumer goods play a role in forming and
conveying symbolic meanings.
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