MICROTRANSACTION PADA ROBLOX DAN POLA KONSUMSI DIGITAL GENERASI Z: RELEVANSINYA BAGI LITERASI KEUANGAN DIGITAL DALAM PEMBELAJARAN IPS

Authors

  • Icha Tri Laraswati Universitas Negeri Semarang
  • Ferani Mulianingsih Universitas Negeri Semarang

DOI:

https://doi.org/10.51878/edutech.v6i4.16411

Keywords:

digital consumption; digital financial literacy; microtransaction; Roblox; Social Studies education

Abstract

The rapid advancement of digital gaming has established a novel economic sphere integrated into youth lifestyle. Within this gaming environment, users not only play and interact but also execute economic decisions using virtual currency. This study aims to describe microtransaction patterns among Generation Z Roblox users and analyze their relevance to strengthening digital financial literacy in Social Studies education. Employing a descriptive quantitative survey approach, this study involved 48 respondents aged 15–23 who actively play Roblox and have made real-money purchases. The findings reveal that all respondents had microtransaction experience, with 87.5% conducting transactions in the past month primarily to enhance avatar appearances (70.8%) and acquire desired virtual items (58.3%). These findings underscore the pedagogical necessity of embedding digital financial literacy within Social Studies to guide students in distinguishing needs from wants in digital consumption spaces.

ABSTRAK

Perkembangan permainan digital telah membentuk ruang ekonomi baru yang terintegrasi dengan keseharian generasi muda. Di dalam ekosistem permainan, pengguna tidak hanya berinteraksi dan bermain, tetapi juga mengambil keputusan ekonomi melalui transaksi mata uang virtual. Penelitian ini bertujuan untuk mendeskripsikan pola microtransaction pada pengguna Roblox dari kelompok Generasi Z serta menganalisis relevansinya bagi penguatan literasi keuangan digital dalam pembelajaran Ilmu Pengetahuan Sosial (IPS). Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan metode survei terhadap 48 responden berusia 15–23 tahun yang aktif bermain Roblox dan pernah melakukan transaksi menggunakan uang riil. Hasil penelitian menunjukkan bahwa seluruh responden memiliki pengalaman bertransaksi, dengan 87,5% di antaranya bertransaksi dalam satu bulan terakhir untuk mempercantik avatar (70,8%) dan mengoleksi item virtual (58,3%). Temuan ini memperlihatkan adanya urgensi penguatan literasi keuangan digital dalam pembelajaran IPS guna membimbing peserta didik membedakan kebutuhan dan keinginan dalam ruang konsumsi digital.

 

 

Downloads

Download data is not yet available.

References

Ali?, M., & Duman?i?, I. (2024). Gaming economics: Unlocking the relevance of microtransactions on player engagement in CS:GO. In 2024 47th ICT and Electronics Convention (MIPRO) (pp. 968–972). IEEE. https://doi.org/10.1109/MIPRO60963.2024.10569548

Alifiah, M. D. N., & Mulianingsih, F. (2026). Pemberdayaan masyarakat melalui kerajinan sampah Desa Campurejo. Jurnal Tarbiyah Bil Qalam, 10(1), 45–56. https://doi.org/10.32678/tbq.v10i1.1894

Ancaman, M. (2025). Manajemen risiko digital dalam transaksi daring generasi muda. Jurnal Sistem Informasi dan Bisnis, 5(2), 888–898. https://doi.org/10.31289/jsib.v5i2.2541

Astuti, A., Mulianingsih, F., Kintoko, Purnomo, A., & Saputra, D. (2025). Integration of religious moderation in social studies education for strengthening disaster resilience and sustainable economic development in vulnerable communities. Educational Process: International Journal, 18, Article 436. https://doi.org/10.22521/edupij.2025.18.436

Astuti, A., Mulianingsih, F., & Sholeh, M. (2022). Teori pendidikan humanistik, implikasinya dalam humanistik persaudaraan. Jurnal Teologi dan Kepemimpinan Kristen, 7(1), 65–76. https://doi.org/10.52104/harvester.v7i1.89

Cassandra, C. (2024). The impact of gaming motivations towards gamer’s intention to invest. In Proceedings - ICE3IS 2024: 4th International Conference on Electronic and Electrical Engineering and Intelligent System (pp. 30–35). IEEE. https://doi.org/10.1109/ICE3IS62977.2024.10775915

Cassola, N. M., Becker, K. L., Vieira, K. M., da Silveira Feldmann, M. F., Chaves, M. R., Berndt, I. C., & Arruda, A. F. M. (2025). Digital finance adoption in Brazil: An exploratory analysis on financial apps and digital financial literacy. Journal of Risk and Financial Management, 18(10), Article 560. https://doi.org/10.3390/jrfm18100560

Chayko, M. (2019). Digital technology, social media, and techno-social life. In The Wiley Blackwell companion to sociology (pp. 377–397). Wiley.

Choung, Y., Chatterjee, S., & Pak, T.-Y. (2023). Digital financial literacy and financial well-being. Finance Research Letters, 58, Article 104438. https://doi.org/10.1016/j.frl.2023.104438

Choung, Y., Pak, T.-Y., & Chatterjee, S. (2025). Digital financial literacy and life satisfaction: Evidence from South Korea. Behavioral Sciences, 15(1), Article 94. https://doi.org/10.3390/bs15010094

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), Article 296. https://doi.org/10.3390/educsci13030296

Heriza, B., & Mulianingsih, F. (2023). Peran modal sosial dalam kesejahteraan masyarakat nelayan Tambak Lorok Semarang Utara. Sosiolium: Jurnal Pembelajaran IPS, 5(1), 41–52. https://doi.org/10.15294/sosiolium.v5i1.71204

Kamarudin, N. S., Hadi, N. A., & Hashim, A. J. C. M. (2024). Addressing financial challenges in Malaysia and enhancing digital financial literacy: Insights from practitioners. Malaysian Journal of Qualitative Research, 10(2), 169–181. https://doi.org/10.61211/mjqr100204

Koles, B., Nagy, P., & Vollet, G. (2025). How players make use of cosmetic items in video games: A persona approach. Journal of Consumer Behaviour, 24(4), 1729–1741. https://doi.org/10.1002/cb.2490

Koo, G. A. A. (2024). Analysis factors affecting gamer’s intention to play-to-earn in game applications. In Proceedings of 2024 International Conference on Information Management and Technology (ICIMTech) (pp. 275–280). IEEE. https://doi.org/10.1109/ICIMTech63123.2024.10780828

Malallah, S., Osiobe, E. U., Shamir, L., & Allen, D. S. (2025). Designing a virtual world experience to foster computational thinking in young learners: An Hour of Code initiative. In 2025 ASEE Annual Conference & Exposition Conference Proceedings. ASEE Conferences. https://doi.org/10.18260/1-2--56236

Meschik, M., Hammer, E., Malischnig, D., Wächter, N., & Griffiths, M. D. (2026). Heavy spenders in digital games: Expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents. Frontiers in Public Health, 14, Article 1867460. https://doi.org/10.3389/fpubh.2026.1867460

Mir, M. A. (2024). Digital financial literacy and financial well-being. In Emerging perspectives on financial well-being (pp. 57–73). IGI Global.

Mulianingsih, F., Mumpuni, R. A., Pamungkas, M. D., Utomo, A. P. Y., Mapa, M. T., & Aizawa, Y. (2025). Integrating artificial intelligence and local wisdom in disaster comics to strengthen social studies learning in coastal cities. Al-Tatawur: International Journal of Social Science, 4(1), 56–62. https://doi.org/10.61806/al-tatawur.v4i1.118

Mulianingsih, F., Purnomo, A., Hidayatulloh, S. S. N., & Setyarini, I. M. (2022). Community social capital in facing landslide hazards in Banjarnegara. IOP Conference Series: Earth and Environmental Science, 986(1), Article 012042. https://doi.org/10.1088/1755-1315/986/1/012042

Mulianingsih, F., & Usman, M. I. (2025). The influence of social conflict, cultural diversity, and tolerance on social integration in urban societies. Essence of Social Science and Humanities, 2(2), 188–198. https://doi.org/10.58812/esssh.v2i02

Nielsen, D., & Chia, A. (2026). Speculators inside the slop factory: Shovelware and financialized game development in Roblox. International Journal of Communication, 20, 1362–1379. https://doi.org/10.65476/kvfhvs62

Nurhaliza, I., & Mulianingsih, F. (2026). Analysis of government and community preparedness in Terboyo industrial area, Genuk District facing floods. Sibatik Journal, 5(3), 125–136. https://doi.org/10.54443/sibatik.v5i3.4284

Pak, T.-Y., Chatterjee, S., & Choung, Y. (2026). Navigating digital finance: How digital financial literacy influences digital financial services use and benefits in Korea. Financial Innovation, 12(1), Article 820. https://doi.org/10.1186/s40854-025-00820-w

Polizzi, G. (2021). Internet users’ utopian/dystopian imaginaries of society in the digital age: Theorizing critical digital literacy and civic engagement. New Media & Society, 25(6), 1–22. https://doi.org/10.1177/14614448211018609

Purnomo, A., Kurniawan, G. F., Romadi, R., Lyndon, N. A., & Mulianingsih, F. (2026). A phenomenological exploration of how ecojustice and sciencivic literacy manifest in the food learning experiences of urban minority youth. Discover Sustainability, 7(1), Article 3942. https://doi.org/10.1007/s43621-026-03942-y

Purnomo, A., Mulianingsih, F., Fahry, A., & Setyarini, I. M. (2022). The role of the Paguyuban Masyarakat Peduli Hutan (PMPH) community as a form of disaster management in the highlands of Kudus Regency. IOP Conference Series: Earth and Environmental Science, 986(1), Article 012045. https://doi.org/10.1088/1755-1315/986/1/012045

Putri, A. M., Wiryono, S. K., Damayanti, S. M., & Rahadi, R. A. (2026). Digital financial literacy: Emerging new dimensions in the digital economy era. Qubahan Academic Journal, 6(1), 717–741. https://doi.org/10.48161/qaj.v6n1a2153

Putri, C. M., & Mulianingsih, F. (2026). The role of the community in supplementary feeding programs as a measure to prevent stunting in Dadirejo Village. Jurnal Kesmas dan Gizi (JKG), 8(2), 812–821. https://doi.org/10.35451/ptqwht93

Reksa, R. I., & Mulianingsih, F. (2026). Fenomena fear of missing out dalam self branding mahasiswa Kota Semarang di Instagram. Jurnal Tarbiyah Bil Qalam, 10(2), 177–186. https://doi.org/10.32678/tbq.v10i2.2104

Reza, A., Chu, S., Nedd, A., & Gardner, D. (2022). Having skin in the game: How players purchase representation in games. Convergence: The International Journal of Research into New Media Technologies, 28(6), 1621–1642. https://doi.org/10.1177/13548565221099713

Saputra, D., Astuti, A., & Mulianingsih, F. (2024). Harmony and culture: A portrait of religious moderation model in Sungai Penuh Subdistrict, Sungai Penuh City. Proceedings of International Conference on Educating to Intercultural Dialogue in Catholic School, 1, 55–63. https://doi.org/10.24071/icedcs.v1i1.2415

Stacchiotti, E., Cascarano, P., Megliorardi, J., & Marfia, G. (2026). The digital garment: A comparative study of 3D digitisation techniques for fashion heritage. In E. Rodolà, F. Galasso, & I. Masi (Eds.), Lecture notes in computer science: Vol. 16169 (pp. 674–687). Springer.

Tahara, E. A., Septiyanto, A. F., Sarno, R., & Sabilla, S. I. (2025). Software quality enhancement through code refactoring: An empirical evaluation of Roblox game development. In Proceedings of 2025 International Conference on Computer Sciences, Engineering, and Technology Innovation (ICoCSETI) (pp. 739–744). IEEE. https://doi.org/10.1109/ICoCSETI63724.2025.11019538

Telford, L., & Wistow, J. (2022). Levelling up the UK economy: The need for transformative change. Springer International Publishing.

Tregel, T., Schwab, M. C., Nguyen, T. T. L., Müller, P. N., & Göbel, S. (2020). Costs to compete: Analyzing pay to win aspects in current games. In M. Ma, B. Fletcher, S. Göbel, B. H. J., & T. Marsh (Eds.), Lecture notes in computer science: Vol. 12434 (pp. 177–192). Springer.

Tunca, S. (2026). Navigating parental concerns in children’s engagement with Roblox – a multi-method analysis of emotional and thematic patterns across online communities. BMC Psychology, 14(1), Article 3802. https://doi.org/10.1186/s40359-025-03802-w

Vincent, B., & Ayyar, K. (2023). Roblox Generative AI in action. In Proceedings of SIGGRAPH 2023 Real-Time Live! (pp. 1–2). Association for Computing Machinery. https://doi.org/10.1145/3588430.3597250

Waspada, I. (2020). Kajian tentang pemecahan masalah pembelajaran ekonomi siswa di Madrasah Aliyah Negeri 4 Karawang. Indonesian Journal of Social Science Education (IJSSE), 2(1), 10–19. https://doi.org/10.29300/ijsse.v2i1.2732

Downloads

Published

2026-11-03

How to Cite

Laraswati, I. T., & Mulianingsih, F. (2026). MICROTRANSACTION PADA ROBLOX DAN POLA KONSUMSI DIGITAL GENERASI Z: RELEVANSINYA BAGI LITERASI KEUANGAN DIGITAL DALAM PEMBELAJARAN IPS. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 6(4), 3608–3617. https://doi.org/10.51878/edutech.v6i4.16411

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

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