• Matthew Szalynski Handojo Universitas Kristen Petra
  • Ferdinand Ferdinand Universitas Kristen Petra
  • Njo Anastasia Universitas Kristen Petra



financial knowledge, financial attitude, mental accounting, spending habits


Online games are one of the entertainment activities highly favored by the Indonesian society. The level of consumption and spending in gaming is also continuously increasing in the gaming industry. Gamers in Indonesia themselves have a willingness of 45% to spend money while playing games. This research aims to determine the influence of financial knowledge, financial attitude, and mental accounting on the spending habits of gamers in Surabaya. The sampling was done purposively on gamers residing in Surabaya who play games for more than 7 hours per week. A total of 200 respondents in Surabaya participated in this study. Data were collected by distributing questionnaires online through Google Forms, which were disseminated to gamers and gaming communities in Surabaya via social media platforms such as Line and Instagram. The obtained data will be processed using SmartPLS 4 software. The results of the analysis in this study prove that financial knowledge, financial attitude, and mental accounting significantly influence the spending habits of gamers in Surabaya


Azmi, N. F. B., dan Ramakrishnan, D. S. A. (2018). Relationship between Financial Knowledge and Spending Habits among Faculty of Management’s Staff, 5(3), 1-6.

Butts, M. (2022, November 21). QoD: How much avg. person ppends on Video Games/Accessories - Blog. Next Gen Personal Finance.

Cleghorn, J., dan Griffiths, M. D. (2015, June). Why do gamers buy ‘virtual assets’? An insight in to the psychology behind purchase behaviour, 27, 98-117.

Entertainment Software Association. (2018). Essential Facts About The Computer and Video Game Industry.

Fraenkel, J., Wallen, N., & Hyun, H. (2011). How to Design and Evaluate Research in Education. McGraw-Hill Education.

Gay, L. R., Mills, G. E., & Airasian, P. W. (2012). Educational Research: Competencies for Analysis and Applications. Pearson.

Grohmann, A. (2018). Financial Literacy and Financial Behavior: Evidence from the Emerging Asian Middle Class. Pacific-Basin Finance Journal, 48, 129-143.

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate Data Analysis. Prentice Hall.

Heath, C., dan Soll, J. B. (1996). Mental budgeting and consumer decisions. Journal of Consumer Research, (23), 1.

Hendra, dan Rita, M. R. (2018). Komparasi Spending Habits Karyawan Berdasarkan Faktor Demografi dan Overconfidence, 14(1), 51-79.

Huddleston, P., dan Minahan, S. (2011). Consumer Behavior: Women and Shopping. Business Expert Press.

Kami, I. M. (2019, April 9). Pelajaran buat Ortu! Cerita Ibu Kaget Tagihan Game Online Anak Rp 11 Juta. detikNews.

Kempson, E., dan Poppe, C. (2018). Understanding Financial Well-Being and Capability - A Revised Model and Comprehensive Analysis.

King, D. L., Russell, A. M. T., Delfabbro, P. H., dan Dean, P. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors. 104, 106311.

Kowert, R., Festl, R., dan Quandt, T. (2014). Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers, 17(3), 141-146. 10.1089/cyber.2013.0118

Lintang. (2023, July 26). Microtransaction: Mengenal Lebih Dalam, Yang Baik dan Buruk. Laptopnesia.

Liu, F., Yilmazer, T., Montalto, C. P., dan Loibl, C. (2018). Professional financial advice, self-control and saving behavior. International Journal of Consumer Studies, 43(3).

Lusardi, A., dan Mitchell, O. S. (2013). The Economic Importance of Financial Literacy: Theory and Evidence, 52(1).

Mien, N. T. N., dan Thao, T. P. (2015). Factors Affecting Personal Financial Management Behaviors: Evidence from Vietnam.

Nafidzurramadhan, A. (2021). Perilaku Konsumtif Pada Remaja Yang Bermain Game Online, 1-16.

Nurhayati-Wolff, H. (2022, July 19). Indonesia: in-game purchase reasons 2022. Statista.

Obagbuwa, O., dan Kwenda, F. (2020). Determinants of Students’ Spending Habits: a Case Study of Students at a Premier University of African Scholarship, 15(4), 25-43.

Rai, K., Dua, S., dan Yadav, M. (2019). Association of financial attitude, financial behavior and financial knowledge towards financial literacy: A structural equation model approach. 8(1), 51-60.

Sander, D. J. (2018). Factors affecting saving behavior among online gamers in Jabodetabek.

Sarwono, J. (2006). Metode penelitian kuantitatif & kualitatif.

Schwiddessen, S., dan Karius, P. (2018). Watch your loot boxes! Recent developments and legal assessment in selected key jurisdictions from a gambling law perspective, 1(1), 17-43.

Sebstad, J., Cohem, M., dan Stack, K. (2006). Assessing the outcomes of financial education. Washington, D.C.

Setiawan, A. D., dan Assifa, F. (2023, August 4). 5 Karyawan di Surabaya Curi Barang Gudang karena Kecanduan Game Online. Berita Surabaya Terbaru Hari Ini -

Shaw, A. (2011). Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity, 14(1), 28-44.

Shefrin, H. M., dan Thaler, R. H. (1988). The behavioral life-cycle hypothesis. Economic Inquiry, 26, 609-643.

Statista. (2023, November 8). Southeast Asia: mobile gamers, by country. Statista.

Sui, L., Sun, L., dan Geyfman, V. (2021). An assessment of the effects of mental accounting on overspending behaviour: An empirical study. 45(2), 221-234.

Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Talab, H. R., Hasan, S. I., Flayyih, H. H., dan Hussein, N. A. (2017). Analysis of Mental Accounting: A Case Study of Listed Companies in Iraqi Stock Exchange. International Journal of Economic Perspectives, 11(4), 684-699.

Tanoto, S. R., dan Evelyn. (2019). Financial Knowledge, Financial Wellbeing, and Online Shopping Addiction Among Young Indonesians, 21(1), 32-40. 10.9744/jmk.21.1.32–40

Thaler, R. H. (1999). Mental Accounting Matters. Journal of Behavioral Decision Making, 12(3), 183-206.<183::AID-BDM318>3.0.CO;2-F

Wu, L., So, K. K. F., Xiong, L., dan King, C. (2019). The impact of employee conspicuous consumption cue and physical attractiveness on consumers’ behavioral responses to service failures, 31(1).

Zhang, C. Y., & Sussman, B. A. (2018). Client Psychology (1st ed.). Wiley.




How to Cite

Handojo, M. S. ., Ferdinand, F., & Anastasia, N. . (2024). PENGARUH FINANCIAL KNOWLEDGE, FINANCIAL ATTITUDE, DAN MENTAL ACCOUNTING TERHADAP SPENDING HABITS GAMERS DI SURABAYA. National Conference on Applied Business, Education, &Amp; Technology (NCABET), 3(1), 149–159.