Abstract
This study examines Roblox as a digital cultural space that constructs and represents adolescent identity through Umberto Eco's semiotic approach. Roblox functions not only as a game platform but also as an open text comprising visual signs, social symbols, and complex narratives. This studi is based on a literature review from nine prior empirical studies, this research analyzes how avatars, virtual environments, Robux economy, and user communities shape diverse systems of meaning. Findings show that Roblox serves as a site for identity construction, simulation of social values, and reproduction of dominant discourses such as capitalism and gender performance. The study concludes that Roblox opens up possibilities for symbolic awareness and digital literacy education through participatory experiences. It underscores the importance of semiotic literacy to navigate today's complex and evolving digital culture.
Bahasa Abstract
Penelitian ini mengkaji Roblox sebagai ruang budaya digital yang membentuk dan merepresentasikan identitas remaja melalui pendekatan semiotik Umberto Eco. Roblox tidak hanya berfungsi sebagai platform permainan, tetapi juga sebagai teks terbuka yang terdiri dari tanda visual, simbol sosial, dan narasi kompleks. Penelitian ini berdasarkan tinjauan pustaka terhadap sembilan penelitian empiris sebelumnya, artikel ini menganalisis bagaimana avatar, ruang virtual, ekonomi Robux, dan komunitas pengguna membentuk sistem makna yang beragam. Temuan menunjukkan bahwa Roblox menjadi arena konstruksi identitas, simulasi nilai sosial, dan reproduksi wacana dominan seperti kapitalisme dan performa gender. Studi ini menyimpulkan bahwa Roblox membuka potensi untuk membangun kesadaran simbolik dan literasi digital melalui pengalaman partisipatif. Penelitian ini menekankan pentingnya literasi semiotik dalam menghadapi kompleksitas budaya digital yang terus berkembang.
References
Alhasan, Khaled, Khawla Alhasan, and Sama’a Al Hashimi. 2023. Roblox in Higher Education: Opportunities, Challenges, and Future Directions for Multimedia Learning. International Journal of Emerging Technologies in Learning 18, no. 19: 89–100. https://doi.org/10.3991/ijet.v18i19.43133.
Azzahra, Citra Fadhillah, Murjainah, and Arif Suriadi. 2025. Pengaruh Penggunaan Roblox Game sebagai Media Pembelajaran Interaktif terhadap Interaksi Sosial Siswa Kelas IV di SD Negeri 68 Palembang. Pendas: Jurnal Ilmiah Pendidikan Dasar 10, no. 2 : 98–107.
Baudrillard, Jean. 1983. Simulations. Translated by Paul Foss, Paul Patton, and Philip Beitchman. New York: Semiotext(e).
Choi, Yubin, Jeanne Choi, and Joseph Seering. 2025. “Leveling Up Together: Fostering Positive Growth and Safe Online Spaces for Teen Roblox Developers.” In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI ’25). https://doi.org/10.1145/3706598.3713969.
Eco, Umberto, 1986. Semiotics and the Philosophy of Language. Bloomington: Indiana University Press.
——. 1989. The Open Work. Translated by Anna Cancogni. Cambridge: Harvard University Press.
Han, Jining, Geping Liu, and Yuxin Gao. 2023. Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning. Education Sciences 13, no. 3: 296. https://doi.org/10.3390/educsci13030296.
Kang, Hyunjin and H. K. Kim. 2020. My Avatar and the Affirmed Self: Psychological and Persuasive Implications of Avatar Customization. Computers in Human Behavior 112: 106446. https://doi.org/10.1016/j.chb.2020.106446.
Kou, Yubo and Xinning Gui. 2023. Harmful Design in the Metaverse and How to Mitigate It: A Case Study of User-Generated Virtual Worlds on Roblox. In Proceedings of the 2023 ACM Designing Interactive Systems Conference (DIS ’23). https://doi.org/10.1145/3563657.3595960.
Lee, Daehyun and Won Ho. 2023. Enhancing Engineering Education in the Roblox Metaverse: Utilizing ChatGPT for Game Development for Electrical Machine Course. International Journal on Advanced Science, Engineering and Information Technology 13, no. 3: 1050–1057. https://doi.org/10.18517/ijaseit.13.3.18458.
Long, Roma. 2019. Roblox: Educational Point of View. Undergraduate thesis, Drury University. https://www.researchgate.net/publication/337857906.
Roblox Corporation. 2023. Roblox Annual Report 2023. https://annualreport.stocklight.com/nyse/rblx/23686168.pd
Recommended Citation
Rustandi, Yuyus, and Nanang Sutisna. 2025. ROBLOX AS OPEN TEXT: IDENTITY, MEANING, AND IDEOLOGY THROUGH ECO’S SEMIOTICS. Paradigma: Jurnal Kajian Budaya 15, no. 3 (December). 10.17510/paradigma.v15i3.1862.
Included in
Archaeological Anthropology Commons, Art and Design Commons, Fine Arts Commons, History Commons, Library and Information Science Commons, Linguistics Commons, Philosophy Commons
