Peran Roblox dalam Pembentukan Identitas Generasi Muda: Sebuah Tinjauan Literatur
DOI:
https://doi.org/10.47134/interaction.v2i2.4777Keywords:
Avatar, Identitas Digital, Komunikasi, Pendidikan, RobloxAbstract
Artikel ini bertujuan untuk menganalisis peran Roblox sebagai platform permainan daring dan ekosistem sosial kreatif dalam membentuk identitas kaum muda. Penelitian ini mencakup dimensi psikologis, sosial, kultural, edukasional, dan etis, dengan fokus pada peluang dan tantangannya. Studi ini menggunakan tinjauan literatur sistematis terhadap sepuluh studi internasional terbaru, dengan pendekatan analisis tematik untuk mengidentifikasi tren yang muncul. Temuan menunjukkan bahwa Roblox memfasilitasi eksplorasi diri melalui kustomisasi avatar, interaksi daring, dan kolaborasi kreatif. Keterlibatan positif dalam komunitas dan kerja tim dapat memperkuat rasa percaya diri dan keterampilan komunikasi, sementara pengalaman negatif seperti perundungan daring atau paparan konten berbahaya dapat menghambat perkembangan identitas. Beberapa studi juga menyoroti potensi Roblox untuk intervensi edukasional dan psikosocial, dengan keberhasilan bergantung pada narasi yang dirancang dengan baik dan moderasi yang kuat. Selain itu, konteks budaya, kebijakan perlindungan data, dan keselamatan digital memainkan peran penting dalam membentuk hasil tersebut. Studi ini menekankan perlunya kolaborasi antara pengembang, pendidik, orang tua, dan pembuat kebijakan untuk menciptakan lingkungan virtual yang aman, inklusif, dan mendukung bagi pertumbuhan identitas yang berkelanjutan pada kaum muda.
References
Alcántara, J. C., Tasic, I., & Cano, M.-D. (2024). Enhancing Digital Identity: Evaluating Avatar Creation Tools and Privacy Challenges for the Metaverse. Information, 15(10), 624. https://doi.org/10.3390/info15100624
Aliyyah, I., Basrowi, B., Junaedi, A., & Syahyuti, S. (2024). Understanding Roblox’s Business Model and Collaborative Learning on Participation in the Decision-Making Process: Implications for Enhancing Cooperative Literacy. International Journal of Data and Network Science, 8(2), 1247–1260. https://doi.org/10.5267/j.ijdns.2023.11.009
Aragon, C. R., Poon, S. S., Monroy-Hernández, A., & Aragon, D. (2009). A tale of two online communities: Fostering collaboration and creativity in scientists and children. Proceedings of the Seventh ACM Conference on Creativity and Cognition, 9-18–18. https://doi.org/10.1145/1640233.1640239
Bassiouni, D. H., & Hackley, C. (2014). Video Games as Identity Resources in Children’s Lived Experience. Being, Becoming & Belonging – The 6th Child and Teen Consumption Conference.
Becker, M. L., & Corbitt, A. (2025). Relational Bleeding, Bending, and Diffraction: Brazilian Transnational Children’s Transgressive Digital Play on Roblox. Children & Society, chso.12967. https://doi.org/10.1111/chso.12967
Branje, S., de Moor, E. L., Spitzer, J., & Becht, A. I. (2021). Dynamics of Identity Development in Adolescence: A Decade in Review. Journal of Research on Adolescence, 31(4), 908–927. https://doi.org/10.1111/jora.12678
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Buruk, O. ’Oz, Jabari, S., Dagan, E., Morschheuser, B., Saarinen, S., Varjo, E., Legaki, N.-Z., & Thibault, M. (2024). Identity in New Realities: Future Trajectories for Forming Identities and Social Lives in Extended Realities. Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 458–461. https://doi.org/10.1145/3665463.3687240
Chawki, M. (2025). AI Moderation and Legal Frameworks in Child-Centric Social Media: A Case Study of Roblox. Laws, 14(3), 29. https://doi.org/10.3390/laws14030029
Choi, Y., Choi, J., & Seering, J. (2023). Leveling Up Together: Fostering Positive Growth and Safe Online Spaces for Teen Roblox Developers. Human Arenas, 6(2), 404–421. https://doi.org/10.1007/s42087-021-00228-9
Fu, Y. (2025). Understanding Children’s Avatar Making in Social Online Games (arXiv Preprint arXiv:2502.18705). https://arxiv.org/abs/2502.18705
Fu, Y., Schwamm, S., Baughan, A., Powell, N. M., Kronberg, Z., Owens, A., Izenman, E. R., Alsabeh, D., Hunt, E., Rich, M., Bickham, D., Radesky, J., & Hiniker, A. (2025). Understanding Children’s Avatar Making in Social Online Games. https://doi.org/10.48550/arXiv.2502.18705
Granic, I., Morita, H., & Scholten, H. (2020). Beyond Screen Time: Identity Development in the Digital Age. Developmental Psychology, 56(5), 889–901.
Han, J., Liu, G., & Gao, Y. (2023). Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning. Education Sciences, 13(3), 296. https://doi.org/10.3390/educsci13030296
Huang, J. (2023). Analysis on the Young Age of Roblox Platform Audience Targeting. Highlights in Business, Economics and Management, 11, 112–117. https://doi.org/10.54097/hbem.v11i.7954
Li, P., Qi, F., & Ye, Z. (2024). Influence of Avatar Identification on the Attraction of Virtual Reality Games: Survey Study. JMIR Form Res, 8(e56704). https://doi.org/10.2196/56704
Morreale, D., & Rosa, A. (2024). Roblox and the Pervasiveness of Play: What Game-Making Communities Can Teach Us About Participatory Practices in Affinity Spaces. International Journal of Communication, 8. https://ijoc.org/index.php/ijoc/issue/view/20
Page, M. J., Moher, D., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., McKenzie, J. E. (2021). PRISMA 2020 explanation and elaboration: Updated guidance and exemplars for reporting systematic reviews. BMJ, 372, n160. https://doi.org/10.1136/bmj.n160
Paleczna, M. (2024). Adolescent identity styles and avatar perception: Examining the link between identity formation and virtual representation. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 18(1). https://doi.org/10.5817/CP2024-1-2
Paraskeva, N., Haywood, S., Anquandah, J., White, P., Budhraja, M., Diedrichs, P. C., & Williamson, H. (2025). Evaluating the Effectiveness of a Roblox Video Game (Super U Story) in Improving Body Image Among Children and Adolescents in the United States: Randomized Controlled Trial. Journal of Medical Internet Research, 27, e66625. https://doi.org/10.2196/66625
Pfeifer, J. H., & Berkman, E. T. (2018). The Development of Self and Identity in Adolescence: Neural Evidence and Implications for a Value-Based Choice Perspective on Motivated Behavior. Child Development Perspectives, 12(3), 158–164. https://doi.org/10.1111/cdep.12279
Putawa, R. A., Wardana, A. N. I., & Tenggara, A. P. (2023). Metaverse-based Water Level Simulator for the Festo MPS PA Workstation. Journal of Physics: Conference Series, 2673(1), 012008. https://doi.org/10.1088/1742-6596/2673/1/012008
Snyder, H. (2019). Literature review as a research methodology: An overview and guidelines. Journal of Business Research, 104, 333–339. https://doi.org/10.1016/j.jbusres.2019.07.039
Statista. (2024). Daily active users global Roblox. https://www.statista.com/statistics/1192573/daily-active-users-global-roblox/
Sturman, D. (2023, September 11). Revolutionizing creation on Roblox with generative AI. Roblox Corporation Newsroom. https://corp.roblox.com/newsroom/2023/09/revolutionizing-creation-roblox
Szita, K., Buck, L., Palladino, N., Xiao, Q., Treusch, P., Burin, D., O’Meara, J., & Wade, V. (2025). Considerations on user identity within metaverse environments. Open Research Europe, 5, 162. https://doi.org/10.12688/openreseurope.20411.1
Villani, D., Gatti, E., Triberti, S., Confalonieri, E., & Riva, G. (2016). Exploration of virtual body-representation in adolescence: The role of age and sex in avatar customization. Springerplus, 5(1), 740. https://doi.org/10.1186/s40064-016-2520-y
Yang, L., Xu, Y., & Hui, P. (2024). Metaverse identity: Core principles and critical challenges. Cambridge Dictionary. https://dictionary.cambridge.org/dictionary/english/identity
Yang, L., Xu, Y., & Hui, P. (2025). Framing metaverse identity: A multidimensional framework for governing digital selves. Telecommunications Policy, 49(3), 102906. https://doi.org/10.1016/j.telpol.2025.102906
Yubo Kou, Yingfan Zhou, Zinan Zhang, & Xinning Gui. (2024). The Ecology of Harmful Design: Risk and Safety of Game Making on a Metaverse Platform ISBN - 9798400705830. Proceedings of the 2024 ACM Designing Interactive Systems Conference, 1842–1856. https://doi.org/10.1145/3643834.3660678
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ajeng Ayu Wulandari, Atef Fahrudin, Azizul Rahman

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




