Pengaruh pengenaan value added tax pada top-up game online terhadap keputusan pembelian konsumen
DOI:
https://doi.org/10.22437/jpe.v20i1.39412Keywords:
value added tax, purchase decision, purchasing power, top up, online gamesAbstract
Rapid technological advancements, particularly in the digital entertainment sector, have boosted the popularity of online gaming in Indonesia. Along with that, top up transactions for the purchase of virtual goods have increased, contributing significantly to the gaming industry. To make sure top up transactions contribute to the Indonesia, the government imposes Value Added Tax. However, the VAT imposition on these transactions has caused impacts on consumer’s purchasing decisions because it increases price of top ups. This study aims to analyze effect of VAT imposition on online game top-up transactions on purchasing decisions. Using quantitative descriptive method with simple linear regression, data were obtained through questionnaires from 100 respondents selected by purposive and accidental sampling. This study results showed that the imposition of VAT caused significant influence on purchasing decisions, with variable (VAT) contribution of 82.8%, while 17.2% is from other factors. This research provides insights how VAT affects top up purchase decisions.
Downloads
References
Aji, V. B. S. (2022). Tinjauan Mekanisme Pengenaan Pajak Pertambahan Nilai Atas Transaksi Digital Game Online. JURNAL ACITYA ARDANA, 2(1), 62–78. https://doi.org/10.31092/JAA.V2I1.1643
Bank Sinarmas. (2018). Jadi Sultan Game dengan Top Up Game Favoritmu. https://www.banksinarmas.com/id/artikel/top-up-game. Diakses 20 November 2024.
Bright, S. (2024). The best Google Play apps and games of 2024. https://blog.google/products/google-play/google-play-best-apps-games-2024/. Diakses 15 November 2024.
Budyastomo, A. W., & Dianti, H. L. (2022). Pengaruh Nilai Konsumsi dan Pembelian Impulsif terhadap Intensi Pembelian Virtual Item Pada Pemain Mobile Legends: Adventure. Takuana: Jurnal Pendidikan, Sains, Dan Humaniora, 1(1), 13–25. https://doi.org/10.56113/TAKUANA.V1I1.12
Darmadi, H. (2014). Metode Penelitian Pendidikan. Alfabeta.
Dewantara, Dwika, & Dr. Rizka, S. Ag. M. H. (2022). Tinjauan Hukum Transaksi Jual Beli Diamond pada Situs Itemku dalam Game Mobile Legends Menurut Perspektif Maslahah (Studi Kasus di Surakarta) [Universitas Muhammadiyah Surakarta]. 1-4. https://eprints.ums.c.id/99399/
Dihni, V. A. (2022). Jumlah Gamers Indonesia Terbanyak Ketiga di Dunia. 1–4. https://databoks.katadata.co.id/teknologi-telekomunikasi/statistik/950b8ba78451f97/jumlah-gamers-indonesia-terbanyak-ketiga-di-dunia. Diakses 18 November 2024.
Farina, D., Candra, R., & Irawan, Y. (2021). Pengaruh Pengenaan Pajak Pertambahan Nilai (PPN) Terhadap Daya Beli Konsumen Barang Elektronik Di Pasar Batusangkar. JURNAL AL-INTIFAQ, 1, 91–94.
Gamescom Award 2024. (2024). Gamescom Award 2024. https://www.gamescom.global/en/program/gamescom-award#clzuv93tp1wrj08ugbpjchdiw. Diakses 13 November 2024.
Kementerian Komunikasi dan Informatika. (2023). RI Punya 35 Juta Gamer Aktif di 2023, Pendapatan Industri Gim USD 1,6 Miliar | kumparan.com. https://kumparan.com/kumparanbisnis/ri-punya-35-juta-gamer-aktif-di-2023-pendapatan-industri-gim-usd-1-6-miliar-23haj3jj8vk. Diakses 10 November 2024.
Mardiasmo. (2018). Perpajakan edisi terbaru. In Andi (XIX).
Meliayana. (2024). Pengaruh Pengetahuan Perpajakan, Kesadaran Wajib Pajak Dan Diskriminasi Perpajakan Terhadap Keputusan Top Up Game Online Yang Telah Dikenakan Ppn (Pada Pengguna Game Online Mobile Legend). Prosiding: Ekonomi Dan Bisnis, 4(2), 17–20. https://jurnal.buddhidharma.ac.id/index.php/pros/article/view/3411/2391
Muttaqin, Z., & Srihartini, E. (2022). Penerapan Metode Regresi Linier Sederhana Untuk Prediksi Persediaan Obat Jenis Tablet. Jurnal Sistem Informasi (JSil), 9(1), 12–16.
Prabowo, F. E. (2022). Keterbukaan Komunikasi Pecandu Game Virtual Item Mobile Legends Antara Anak dan Orangtua yang Hidup Terpisah. Universitas Islam Sultan Agung Semarang. 19-21. http://repository.unissula.ac.id/27158/
Prastya, D. (2023). Mobile Legends-FF Minggir! Ini Peringkat Satu Daftar Game Terbanyak Diunduh Orang Indonesia Selama 2022. Suara.Com. https://www.suara.com/tekno/2023/01/18/123448/mobile-legends-ff-minggir-ini-peringkat-satu-daftar-game-terbanyak-diunduh-orang-indonesia-selama-2022. Diakses 13 November 2024.
Sakti, N. W. (2014). Panduan Praktis Mengurus Pajak Secara Online (Z. Simatur, Ed.; Vol. 1). VisiMedia Pustaka.
Setyowati, D. (2021). Pendapatan Game Online RI Rp 30 T, Fintech DANA Klaim Sumbang 15% - Fintech Katadata.co.id. https://katadata.co.id/digital/fintech/61b1bbec4af86/pendapatan-game-online-ri-rp-30-t-fintech-dana-klaim-sumbang-15. Diakses 16 November 2024.
Siagian, V., Siregar, Rahmadana, M. F., Basmar, E. P., Nainggolan, L. E., Lifchatullaillah, E., & Simarmata, H. M. P. (2020). Ekonomi dan Bisnis Indonesia. Yayasan Kita Menulis.
Sugiyono. (2016). Metode Penelitian Pendidikan: Pendekatan Kualitatif, Kualitatif, dan R&D. In Bandung: Alfabeta (Issue April). Alfabeta.
Sugiyono. (2017). Metode penelitian kuantitatif kualitatif dan RD . Alfabeta.
Sujarweni, V. W. (2018). Metodologi Penelitian Bisnis dan Ekonomi Pendekatan Kuantitatif . In Pustaka Baru Press. Pustaka Baru Press.
Survei APJJI. (2024). Laporan Survei Pengguna Internet. Indonesia Survei Center. https://survei.apjii.or.id/. Diakses 10 November 2024.
Theodora, A. (2023). Konsumsi Masyarakat Melemah, Tanda Ekonomi Tidak Baik-baik Saja - Kompas.id. Kompas.Id, 1–2. https://www.kompas.id/baca/ekonomi/2024/02/06/konsumsi-warga-melemah-ekonomi-tidak-baik-baik-saja. Diakses 17 November 2024.
Turner, D. P. (2020). Sampling Methods in Research Design. Headache: The Journal of Head and Face Pain, 60(1), 8–12. https://doi.org/10.1111/head.13707
Undang-Undang Republik Indonesia Nomor 7, 67 (2021). https://peraturan.bpk.go.id/Details/185162/uu-no-7-tahun-2021?a=VGE3507G. Diakses 15 November 2024.
Venny, S., & Asriati, N. (2022). Permintaan dan Penawaran Dalam Ekonomi Mikro. Jurnal Pendidikan Ekonomi (JURKAMI), 7(1), 184–194. https://doi.org/10.31932/jpe.v7i1.1583
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Rakan Alvaro, Meliana Desiani Christanto

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.






