DAMPAK PENGGUNAAN GAME ROBLOX TERHADAP PERILAKU SOSIAL DAN HUBUNGAN TEMAN SEBAYA PADA GENERASI Z

Authors

  • Januaria Putri Kahayani Prodi Ilmu Administrasi Negara, Fakultas Ilmu Sosial Dan Ilmu Politik, Universitas Palangka Raya, Kalimantan Tengah, Indonesia
  • Desti Ika Pranova Prodi Ilmu Administrasi Negara, Fakultas Ilmu Sosial Dan Ilmu Politik, Universitas Palangka Raya, Kalimantan Tengah, Indonesia
  • Bhayu Rhama Prodi Ilmu Administrasi Negara, Fakultas Ilmu Sosial Dan Ilmu Politik, Universitas Palangka Raya, Kalimantan Tengah, Indonesia

DOI:

https://doi.org/10.51878/edutech.v5i4.7477

Keywords:

Intensitas bermain, Roblox, perilaku sosial, emosional, korelasi Spearman

Abstract

This study aims to determine the relationship between the intensity of playing Roblox and the social-emotional impact on adolescents. Community-based online games such as Roblox have become one of the most popular interactive platforms among teenagers and are believed to influence their social behavior, both in virtual and real-life contexts. The research employed a quantitative descriptive method with a correlational approach, using a Likert-scale questionnaire (1–5) as the primary data collection instrument.The population in this study consisted of active Roblox users among Indonesian adolescents, with a total sample of 30 respondents selected through purposive sampling. Data were analyzed using the Spearman Rank correlation test (r?) since the data were ordinal and non-normally distributed. The analysis resulted in a correlation coefficient of r? = 0.976, indicating a positive and moderate relationship between the two variables. Furthermore, the calculated t-value (t? = 23.68) exceeded the t-table value (2.05) at a 5% significance level, demonstrating that the relationship between Roblox playing intensity and adolescents’ social-emotional development is statistically significant. This finding suggests that the higher the intensity of playing Roblox, the greater its influence on players’ social and emotional behavior. However, the moderate level of correlation indicates that other factors—such as family environment, self-control, and leisure time management—also play a role in shaping adolescents’ social-emotional balance. Therefore, digital awareness and parental supervision are necessary to ensure that gaming activities contribute positively to adolescents’ social development.

ABSTRAK
Penelitian ini bertujuan untuk mengetahui hubungan antara intensitas bermain Roblox dengan dampak sosial-emosional remaja. Game daring berbasis komunitas seperti Roblox kini menjadi salah satu platform interaktif yang digemari remaja dan berpotensi memengaruhi perilaku sosial mereka, baik dalam konteks interaksi virtual maupun nyata. Metode penelitian yang digunakan adalah metode kuantitatif deskriptif dengan pendekatan korelasional, menggunakan teknik pengumpulan data berupa kuesioner berskala Likert (1–5). Populasi penelitian ini adalah remaja pengguna aktif Roblox di Indonesia, dengan jumlah sampel sebanyak 30 responden yang diambil secara purposive sampling. Data dianalisis menggunakan uji korelasi Spearman Rank (r?) karena skala data ordinal dan tidak berdistribusi normal. Hasil analisis menunjukkan nilai koefisien korelasi r? = 0,976 dengan arah hubungan positif dan tingkat hubungan sedang. Nilai t?itung sebesar 23,68 lebih besar dari t?abel (2,05) pada taraf signifikansi 5%, sehingga dapat disimpulkan bahwa terdapat hubungan positif dan signifikan antara intensitas bermain Roblox dan dampak sosial-emosional remaja. Artinya, semakin tinggi intensitas bermain Roblox, semakin besar pula pengaruhnya terhadap perkembangan perilaku sosial dan emosional pemain. Meskipun demikian, hubungan yang sedang menunjukkan bahwa faktor lain seperti lingkungan keluarga, kontrol diri, dan penggunaan waktu luang juga turut berpengaruh terhadap keseimbangan sosialemosional remaja. Dengan demikian, diperlukan kesadaran digital dan pengawasan dari orang tua agar aktivitas bermain tetap berdampak positif terhadap perkembangan sosial remaja.

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Published

2025-11-28

How to Cite

Kahayani, J. P. ., Pranova, D. I. ., & Rhama, B. . (2025). DAMPAK PENGGUNAAN GAME ROBLOX TERHADAP PERILAKU SOSIAL DAN HUBUNGAN TEMAN SEBAYA PADA GENERASI Z . EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(4), 728-736. https://doi.org/10.51878/edutech.v5i4.7477

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