<?xml version='1.0' encoding='UTF-8'?><codeBook xmlns="ddi:codebook:2_5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="ddi:codebook:2_5 https://ddialliance.org/Specification/DDI-Codebook/2.5/XMLSchema/codebook.xsd" version="2.5"><docDscr><citation><titlStmt><titl>Assesing the mediating effect of Self Control on the relationship betweeen Perceived Ease of Use of E-money on Consumptive Behavior and Internet Gaming Disorder of generation Z (Empirical Evidences from Indonesia)</titl><IDNo agency="DOI">doi:10.34820/FK2/NEFCQU</IDNo></titlStmt><distStmt><distrbtr source="archive">Telkom University Dataverse</distrbtr><distDate>2022-06-21</distDate></distStmt><verStmt source="archive"><version date="2022-06-23" type="RELEASED">2</version></verStmt><biblCit>DELIYANA , SITA, 2022, "Assesing the mediating effect of Self Control on the relationship betweeen Perceived Ease of Use of E-money on Consumptive Behavior and Internet Gaming Disorder of generation Z (Empirical Evidences from Indonesia)", https://doi.org/10.34820/FK2/NEFCQU, Telkom University Dataverse, V2</biblCit></citation></docDscr><stdyDscr><citation><titlStmt><titl>Assesing the mediating effect of Self Control on the relationship betweeen Perceived Ease of Use of E-money on Consumptive Behavior and Internet Gaming Disorder of generation Z (Empirical Evidences from Indonesia)</titl><IDNo agency="DOI">doi:10.34820/FK2/NEFCQU</IDNo></titlStmt><rspStmt><AuthEnty affiliation="Fakultas Komunikasi Bisnis_KK Business, Innovation, Development">DELIYANA , SITA</AuthEnty></rspStmt><prodStmt/><distStmt><distrbtr source="archive">Telkom University Dataverse</distrbtr><contact affiliation="Fakultas Komunikasi Bisnis_KK Business, Innovation, Development" email="sitadeliyanafirmialy@telkomuniversity.ac.id">DELIYANA , SITA</contact><depositr>DELIYANA , SITA</depositr><depDate>2022-06-20</depDate></distStmt></citation><stdyInfo><subject><keyword>Business and Management</keyword></subject><abstract>The purpose of this study was to determine how the mediating effect of self-control
in the ease of using electronic money leads to consumptive behavior in internet gaming
disorders. The world is currently experiencing rapid technological developments in all fields,
including the gaming industry. This trend has resulted in more and more people focusing on
the massive use of online games to distract them and focus, especially during the pandemic.
The massive use of online games, or often referred to as internet gaming disorder (IGD),
especially in Generation Z, has attracted many researchers around the world. Fast consumptive
behavior and uncontrolled behavior are considered to bring harm to these online gamers.
Furthermore, the integration of E-money in the game platform is expected to increase the
flexibility of the consumptive behavior of these online gamers, thereby increasing the risk of
IGD for these gamers. We used an online questionnaire that was tested on 155 respondents and
thus analyzed the results by SEM-PLS. we found that ease of use e-money has a significant
effect on consumptive behavior, self-control has an effect on ease of use of e-money,
consumptive behavior has a significant effect on IGD. The empirical contribution of this study
thus recommends the need to mediate control to these Generation Z gamers to suppress the
tendency of rapid consumptive behavior and reduce the potential risk of developing Internet
Gaming Disorder (emergency room).</abstract><sumDscr/></stdyInfo><method><dataColl><sources/></dataColl><anlyInfo/></method><dataAccs><notes type="DVN:TOU" level="dv">CC0 Waiver</notes><setAvail/><useStmt/></dataAccs><othrStdyMat/></stdyDscr></codeBook>