PENGARUH AVATAR TERHADAP SELF-ESTEEM MAHASISWA PEMAIN ROBLOX

Authors

  • Rafida Falasyifa Chasan Saputri Falasyifa Universitas Pancasakti Tegal
  • Sri Adi Nurhayati
  • M Aris Rofiqi

DOI:

https://doi.org/10.51878/educational.v6i3.14385

Keywords:

Identitas Virtual, Self-Esteem, Robox

Abstract

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.

Downloads

Download data is not yet available.

References

Adliyah, E., Markazaturrahmah, I. H., Cahyani, I. D., Hamdini, S. S., Azizi, W. I. F., & Karisa, W. (2025). Roblox and adolescent social relationships: A qualitative exploration for school counseling service development. International Seminar of Islamic Counseling and Education Series Proceeding, 1(1), 81–99.

https://isices.uin-suska.ac.id/index.php/ISICES/article/view/48

Desmiranahari, A., Riza, W. L., & Aisha, D. (2025). The hidden self behind the screen: The role of social support in self-discrepancy. Psikoislamedia: Jurnal Psikologi, 10(2), 197–211. https://doi.org/10.22373/psikoislamedia.v10i2.31841

Dzulqarnain, M. F., Armilus, R., Anggreta, D. K., Amin, M. L., & Syafawani, R. (2025). Pengalaman mahasiswa dalam membentuk identitas digital melalui Roblox. Jurnal Sosial dan Sains, 5(12), 909–918.

https://sosains.greenvest.co.id/index.php/sosains/article/view/32622

Fakhrezi, M. Z., Irfan, M., & Umairoh, F. (2025). Membangun identitas pemain game Mobile Legends di Tim Sleep Hunters. Sinergi: Jurnal Ilmiah Multidisiplin, 1(2), 639–655. https://publikasi.ahlalkamal.com/index.php/sinergi/article/view/75

Koek, W. J. D., & Chen, V. H. H. (2025). My avatar makes me feel good? The effect of avatar personalisation and virtual agent interactions on self-esteem. Behaviour & Information Technology, 44(4), 843–858. https://doi.org/10.1080/0144929X.2024.2349176

Ko, C., & Kim, S. (2024). Adolescent female users’ avatar creation in social virtual worlds: Opportunities and challenges. Behavioral Sciences, 14, 539.

Laura, O., & Chairil, A. M. (2025). The virtual identity of Play Together players on Instagram: Identitas virtual pemain Play Together di Instagram. Kanal: Jurnal Ilmu Komunikasi, 14(1), 34–45. https://doi.org/10.21070/kanal.v14i1.1861

Nie, Q., Griffiths, M. D., & Teng, Z. (2024). The role of self-esteem in protecting against cyber-victimization and gaming disorder symptoms among adolescents: A temporal dynamics analysis. Journal of Youth and Adolescence, 53(4), 863–876.

https://doi.org/10.1007/s10964-023-01890-8

Nisa, N. F., & Soegiarto, A. (2026). Citra diri digital pemain Roblox melalui kustomisasi avatar: Studi fenomenologi pada remaja Indonesia. MUKASI: Jurnal Ilmu Komunikasi, 5(2), 1105–1116. https://doi.org/10.54259/mukasi.v5i2.7543

Nurlianawati, L., & Novianti, W. R. (2026). Hubungan kepuasan diri dengan tingkat kecanduan game online pada remaja di Kota Bandung: Studi korelasional. Proceeding Wellness Webinar Series Bhakti Kencana, 1, 1–6.

https://proceedings.bku.ac.id/index.php/pwsbk/article/view/10

Nuryawan, F. N., & Handoyo, P. (2024). Rasionalitas mahasiswa tingkat akhir bermain game online. Paradigma, 13(2), 151–160.

https://ejournal.unesa.ac.id/index.php/paradigma/article/view/64698

Oktavina, M. T., Nurjannah, S., & Parama, I. D. M. S. (2024). Pemaknaan fashionable dalam presentasi diri mahasiswa Universitas Mataram. Dalam Prosiding Seminar Nasional Mahasiswa Sosiologi (Vol. 2, No. 1, pp. 417–428).

https://proceeding.unram.ac.id/index.php/Senmasosio/article/view/982

Pardede, F. F., Lubis, M. R. A., Siregar, M. F., Sinurat, E., Maria, A., Purba, J., & Sitompul, H. S. (2023). Dampak permainan game online terhadap motivasi belajar mahasiswa Universitas Efarina Pematangsiantar. JBSI: Jurnal Bahasa dan Sastra Indonesia, 3(1), 89–95. https://itscience-indexing.com/jurnal/index.php/jbsi/article/view/2574

Peperkorn, N. L., Ohse, J., Fox, J., Limberg, S., Hadži?, B., Rätsch, M., ... Shiban, Y. (2026). Effects of change in dysfunctional beliefs and self-esteem in avatar-based cognitive therapy for symptoms of social anxiety disorder: A randomized parallel trial. Scientific Reports, 16(1), 6144. https://www.nature.com/articles/s41598-026-39641-x

Pitria, P., Santoso, M., & Nurmalitasari, K. S. (2026). The role of perceived value and social influence in Roblox avatar clothing purchase decisions among Generation Z Roblox players in Cirebon City. Al-Kharaj: Journal of Islamic Economic and Business, 8(1). https://ejournal.iainpalopo.ac.id/index.php/alkharaj/article/view/9487

Pratiwi, A. P. (2023). Identitas virtual pada roleplayer di Twitter. Prosiding Konferensi Nasional Sosial dan Politik (KONASPOL), 1, 215–227.

https://doi.org/10.32897/konaspol.2023.1.0.2372

Putri, A. E., Pratikto, H., & Suhadianto, S. (2024). Self-discrepancy pada pengguna roleplayer: Bagaimana peranan penerimaan diri? JIWA: Jurnal Psikologi Indonesia, 2(1).

https://doi.org/10.30996/jiwa.v2i1.10412

Putri, K. A., & Utami, N. F. (2025). Dinamika pembentukan komunitas digital dan identitas virtual di era media sosial. Jurnal Komunikasi dan Media, 2(2), 85–94.

https://ittishal.org/index.php/jkm/article/view/83

Ramadian, F. N., & Asrila, A. K. (2025). Mengejar eksistensi di era digital: Keterkaitan fear of missing out dan online self-presentation pada Gen Z pengguna TikTok. Jurnal Ilmu Sosial dan Humaniora, 1(3), 821–829.

https://indojurnal.com/index.php/jisoh/article/view/824

Salsabilla, N. R. I., & Putranto, T. D. (2026). Customer experience dalam personalisasi avatar: Studi Generasi Z pengguna Roblox. The Commercium, 10(3), 914–925.

https://ejournal.unesa.ac.id/index.php/Commercium/article/view/81385

Suryatenggara, F. G. (2023). Hubungan adiksi game online dengan self-esteem dan psikopatologi pada siswa menengah pertama di Jakarta Utara. Damianus Journal of Medicine, 22(1), 28–36. https://doi.org/10.25170/djm.v22i1.2008

Downloads

Published

2026-07-28

How to Cite

Falasyifa, R. F. C. S., Sri Adi Nurhayati, & M Aris Rofiqi. (2026). PENGARUH AVATAR TERHADAP SELF-ESTEEM MAHASISWA PEMAIN ROBLOX. EDUCATIONAL : Jurnal Inovasi Pendidikan & Pengajaran , 6(3), 2399–2407. https://doi.org/10.51878/educational.v6i3.14385

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 > >> 

You may also start an advanced similarity search for this article.