A Study of Digital Globalization: Roblox as Entertainment, Identity, and Youth Cultural Change
DOI:
https://doi.org/10.30996/anaphora.v8i2.132798Keywords:
Roblox, Culture, Communication, Globalization, Entertainment.Abstract
In Indonesia, Roblox is currently trending and is widely played by online gamers in Indonesia, ranging from millennials to Gen Z and Gen Alpha, who play this online gaming platform from the United States. As part of digital globalization, Roblox is not only a medium of entertainment, but also a means of socialization, identity formation, and the spread of global culture, especially American culture. Most Indonesian Gen Zers use this platform to interact, be creative, and even build cross-border relationships, but they also have the potential to experience a shift in local cultural values due to the strong influence of foreign cultures. This study aims to detect how Roblox shapes the way Indonesian users interact by allowing them to communicate, collaborate, and express themselves through avatars, thereby building a digital identity that reflects the style and culture of the younger generation. The author finds that Roblox has evolved into a global digital space that reflects the culture of the younger generation. As participatory entertainment, this platform allows players to be creative and explore the virtual world. From a socialization perspective, Roblox creates a cross-cultural communication ecosystem that encourages the exchange of values and lifestyles. In addition to being a learning tool, Roblox has been proven to build real connections, with some players even forming friendships and romantic relationships in the real world, showing that the boundaries between the digital world and social reality are becoming increasingly blurred
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