PENGARUH AVATAR TERHADAP SELF-ESTEEM MAHASISWA PEMAIN ROBLOX
DOI:
https://doi.org/10.51878/educational.v6i3.14385Keywords:
Identitas Virtual, Self-Esteem, RoboxAbstract
ABSTRACT
Roblox is one of the most popular online games among university students because it allows players to create avatars that represent their virtual identities. These avatars may reflect either the players' real identities or their ideal selves, raising questions about the influence of virtual identity on players' self-esteem. Research examining the relationship between these variables among university students remains limited. Therefore, this study aims to analyze the effect of virtual identity on the self-esteem of university students who play Roblox. This study employed a quantitative approach involving 158 university students selected through purposive sampling. Data were collected using the Virtual Identity Scale and the Rosenberg Self-Esteem Scale (RSES), and were analyzed using normality testing, linearity testing, and simple linear regression. The results indicated that virtual identity had a positive effect on students' self-esteem, although the magnitude of the effect was relatively small. Students who created avatars that more closely reflected their real identities tended to have higher levels of self-esteem. These findings suggest that virtual identity in Roblox does not necessarily have negative consequences; instead, it may contribute positively to self-esteem when used appropriately and balanced with real-life identity development and social interactions.
ABSTRAK
Roblox merupakan salah satu permainan daring yang banyak diminati oleh mahasiswa karena memungkinkan pemain menciptakan avatar sebagai representasi identitas virtual. Avatar tersebut dapat mencerminkan identitas asli maupun identitas ideal yang ingin ditampilkan, sehingga memunculkan pertanyaan mengenai pengaruh identitas virtual terhadap self-esteem pemain. Penelitian mengenai hubungan kedua variabel tersebut pada mahasiswa masih terbatas. Oleh karena itu, penelitian ini bertujuan untuk menganalisis pengaruh identitas virtual terhadap self-esteem pada mahasiswa yang bermain Roblox. Penelitian ini menggunakan pendekatan kuantitatif dengan melibatkan 158 mahasiswa yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan Skala Identitas Virtual dan Rosenberg Self-Esteem Scale (RSES), kemudian dianalisis melalui uji normalitas, uji linearitas, dan regresi linear sederhana. Hasil penelitian menunjukkan bahwa identitas virtual berpengaruh positif terhadap self-esteem mahasiswa, meskipun besarnya pengaruh tergolong rendah. Mahasiswa yang membangun avatar dengan karakteristik yang lebih mendekati identitas dirinya cenderung memiliki self-esteem yang lebih baik. Dengan demikian, identitas virtual dalam permainan Roblox tidak selalu berdampak negatif, tetapi dapat memberikan kontribusi positif terhadap self-esteem apabila digunakan secara proporsional dan tetap diimbangi dengan pembentukan identitas serta interaksi sosial di kehidupan nyata.
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