Designing a Money Management Board Game as an Effort to Address Hedonistic Behavior Among Adolescents Aged 14–18

Designing a Money Management Board Game as an Effort to Address Hedonistic Behavior Among Adolescents Aged 14–18

Authors

  • Yovela Amaris Tedjo Setiawan Universitas Kristen Satya Wacana
  • T. Arie Setiawan Prasida Universitas Kristen Satya Wacana
  • Jasson Prestiliano Universitas Kristen Satya Wacana

Keywords:

board game, hedonism, financial management

Abstract

As time goes by and globalization continues to advance, daily expenses tend to increase along with rising market prices. This situation has become one of the factors that trigger consumptive behavior or hedonism in society, especially among teenagers. Teenagers are more likely to be easily influenced by their surroundings, such as following their friends’ opinions or purchasing items that are trending at a certain time. Therefore, a good understanding of financial literacy and proper financial management is essential for teenagers in facing the challenges of the globalized era. This study aims to help teenagers develop the ability to manage their finances effectively, so they can plan, control, and prioritize their needs wisely through an interactive medium in the form of a board game called “Budget Quest.” The game applies mechanics such as market/card drafting, resource management, and set collection. The research method used in this study is descriptive analysis with a mixed-methods and linear approach. The results of the study indicate that interactive media such as board games can serve as an effective tool for providing financial knowledge and addressing consumptive or hedonistic behavior among teenagers aged 14 to 18 years.

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References

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Published

28-08-2026

How to Cite

Yovela Amaris Tedjo Setiawan, Prasida, T. A. S., & Prestiliano, J. (2026). Designing a Money Management Board Game as an Effort to Address Hedonistic Behavior Among Adolescents Aged 14–18: Designing a Money Management Board Game as an Effort to Address Hedonistic Behavior Among Adolescents Aged 14–18. Jurnal Desain Komunikasi Visual Asia, 10(2). Retrieved from https://jurnal.asia.ac.id/index.php/jeskovsia/article/view/1276

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