Peran Fear of Missing Out (FoMO) Terhadap Loot Box Engagement Pada Pemain Video Game

Authors

  • Muhammad Naufal Hafizh Universitas Tarumanagara
  • Sri Tiatri Universitas Tarumanagara

DOI:

https://doi.org/10.58344/jii.v5i8.8028

Keywords:

Fear of Missing Out, Loot Box Engagement, loot box, video game, Self-Determination Theory

Abstract

Loot box dalam video game sering menghadirkan item eksklusif dan penawaran berbatas waktu yang dapat menimbulkan kekhawatiran pemain akan kehilangan kesempatan, sebuah fenomena yang semakin marak seiring meluasnya monetisasi loot box di industri game global. Penelitian yang secara langsung membahas peran Fear of Missing Out (FoMO) terhadap Loot Box Engagement, khususnya pada pemain video game di Indonesia, masih terbatas, meskipun isu ini relevan mengingat kemiripan loot box dengan perjudian. Penelitian ini bertujuan untuk mengetahui peran FoMO terhadap Loot Box Engagement pada pemain video game. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional. Partisipan berjumlah 117 pemain video game yang memiliki pengalaman membeli loot box menggunakan uang nyata. Data dikumpulkan menggunakan Skala Fear of Missing Out (FoMO) dan Skala Loot Box Engagement, yang masing-masing mengukur kekhawatiran tertinggal dari pengalaman berharga dan tingkat keterlibatan perilaku dalam loot box. Hasil uji normalitas menunjukkan bahwa data tidak berdistribusi normal sehingga analisis dilakukan menggunakan uji korelasi Spearman's rho. Hasil penelitian menunjukkan bahwa FoMO berperan secara signifikan terhadap Loot Box Engagement (r? = 0,653; p < 0,001), menandakan hubungan positif yang kuat antara kedua variabel. Hasil koefisien determinasi menunjukkan bahwa FoMO memberikan kontribusi sebesar 42,6% terhadap Loot Box Engagement, sementara sisanya dipengaruhi faktor lain di luar model penelitian ini. Temuan ini menunjukkan bahwa semakin tinggi tingkat FoMO yang dimiliki pemain, semakin tinggi pula keterlibatannya dalam aktivitas loot box. Penelitian ini berkontribusi pada pemahaman faktor psikologis yang mendorong keterlibatan pemain dalam loot box serta menjadi dasar bagi pengembang game dan regulator merancang mekanisme monetisasi yang lebih etis.

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Published

2026-08-12