This study was used to measure the effect of financial literacy, return, and risk on the investment decisions of Islamic millennial generation of Bekasi City. This research is quantitative research where the object used is the Islamic millennial generation in Bekasi City. The number of samples used in this study was 130 respondents. Data collection techniques using questionnaires and data processing and hypothesis testing using SmartPLS 3.0. The results of this study explain that the financial literacy variable has a positive effect on the investment decisions, the return variable has a positive effect on the investment decisions and the risk variable has a positive effect on the investment decisions.
This study aims to determine the effect of financial literacy on financial behavior, the effect of financial inclusion on financial behavior, and the effect of education level on financial behavior. The method in data processing used in this research is to use PLS (Partial Least Square) with the object of research being SMEs in the food stalls/shops in the Bahagia Village, Bekasi Regency. The sampling technique used was purposive probability with the form of non-probability sampling. The data collection technique used a questionnaire as many as 106 SMEs in the food stalls/shops in the Bahagia Village, Bekasi Regency. The results of this study indicate that there is a significant influence of financial literacy on the financial behavior of SMEs in food stalls/food stalls in Bahagia Village with t statistics 2.618 greater than t table 1.659, and a significant value of financial inclusion on financial behavior with t statistics 2.462 greater than t table 1.659, as well as the significant value of education level on the financial behavior of SMEs in food stalls/shops in Bahagia Village with a t statistics of 2.689 which is greater than a t table of 1.659.
This study aims to determine and measure the influence of financial literacy and behavior on consumptive behavior in Call of Duty: Mobile players. The rapid development of the virtual world has become a scourge for its users in seeking entertainment through online games, this has become an opium effect for users of all ages and occupations, making them consumptive actors. This research is a quantitative research, where the object is used as a Call of Duty: Mobile player. The data processing method is carried out using PLS (Partial Least Square). The sampling method used in this study is a non-probability sampling method with the technique used is purposive sampling. The number of samples used in this study amounted to 120 respondents. The design hypothesis was tested through the structural equation model (SEM) in the SmartPLS 3.0 application. The results of the study indicate that financial literacy affects the consumptive behavior of Call of Duty: Mobile players positively and significantly, financial behavior also affects the consumptive behavior of Call of Duty: Mobile players positively and significantly. The results of this study contradict the theory as well as several previous studies where financial literacy and financial behavior should have an influence on consumptive behavior. The results of this study can be a suggestion for further researchers in developing related research to find several other factors that influence consumptive behavior for gamers.
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