ANALISIS PERILAKU KONSUMEN DALAM MEMILIH GAME ORIGINAL DAN GAME TIDAK BERLISENSI

Authors

  • Rezqi Muzakky Prodi Psikologi, Universitas Muria Kudus Author
  • Muhammad Ilzam Fata Prodi Psikologi, Universitas Muria Kudus Author
  • Ruth Natalia Susanti Prodi Psikologi, Universitas Muria Kudus Author

DOI:

https://doi.org/10.71282/jurmie.v2i12.1416

Keywords:

perilaku konsumen; game bajakan; keputusan pembelian; faktor psikologis; era digital

Abstract

Penelitian ini bertujuan untuk memahami perilaku konsumen, khususnya mahasiswa, dalam memilih antara game original dan game tidak berlisensi. Sebanyak 51 responden gamer online berpartisipasi dalam penelitian ini melalui kuesioner skala Likert dan pertanyaan terbuka. Hasil menunjukkan bahwa 82% responden merasa lebih puas memainkan game original karena faktor moral, keamanan, dan kualitas bermain, sementara 45% masih memainkan game tidak berlisensi karena harga yang tinggi dan rasa penasaran terhadap game baru. Sebanyak 43% responden mengaku merasa bersalah saat memainkan game bajakan, menandakan tumbuhnya kesadaran etis di kalangan gamer muda. Selain itu, 40% responden mengungkapkan bahwa rekomendasi teman dan komunitas daring memengaruhi keputusan mereka. Dari sisi psikologis, pembelian game original tidak hanya didorong oleh kebutuhan hiburan, tetapi juga rasa bangga, penghargaan diri, dan keinginan untuk dihormati dalam komunitas gamer. Secara sosial, komunitas digital menjadi ruang penting pembentukan nilai dan norma konsumsi. Kesimpulannya, keputusan konsumen dalam memilih game merupakan hasil keseimbangan antara faktor ekonomi, sosial, dan moral, yang menunjukkan adanya pergeseran nilai dari sekadar hiburan menuju bentuk apresiasi dan tanggung jawab digital.

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Published

18-12-2025

How to Cite

ANALISIS PERILAKU KONSUMEN DALAM MEMILIH GAME ORIGINAL DAN GAME TIDAK BERLISENSI. (2025). Jurnal Riset Multidisiplin Edukasi, 2(12), 999-1009. https://doi.org/10.71282/jurmie.v2i12.1416

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