Nabila Alya Rachman
Program Studi Psikologi, Fakultas Psikologi, Universitas Islam Bandung, Indonesia

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Pelecehan Avatar Roblox dan Memudarnya Rasa Jijik pada Dewasa Awal Nabila Alya Rachman; Suci Nugraha
Bandung Conference Series: Psychology Science 805-812
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/bcsps.v6i2.24081

Abstract

Abstract. Roblox, an online gaming platform with approximately 151.5 million daily active users, has been documented as a site of cybersexual harassment through user-controlled avatars, including unwanted sexual comments, gestures, and roleplay. Because avatars are experienced as an extension of the self, such experiences may elicit disgust, an emotion associated with rejection of contamination and moral violation, in addition to more commonly studied responses such as fear or anxiety. This quantitative correlational study examined the relationship between cybersexual harassment experience through Roblox avatars and disgust sensitivity among 300 young adults (18–25 years) recruited through convenience sampling. Data were collected using an adapted Online Sexual Harassment Scale (ω = .95) and the Three Domain Disgust Scale, then analyzed using Spearman rank correlation. Results showed a significant, weak, negative correlation between harassment experience and disgust sensitivity (ρ = -0.365, p < .001), confirmed by a chi-square test (χ²(1) = 6.231, p = .013), and consistent across all three disgust domains (pathogen, sexual, moral). Higher harassment experience was associated with lower disgust sensitivity, suggesting a possible emotional normalization process. These findings highlight the importance of user awareness regarding the risk of desensitization to online sexual harassment. Abstrak. Roblox, platform gim daring dengan sekitar 151,5 juta pengguna aktif harian, telah terdokumentasi sebagai salah satu ruang terjadinya pelecehan seksual siber melalui avatar yang dikendalikan pengguna, termasuk komentar seksual yang tidak diinginkan, gestur, dan roleplay bernuansa seksual. Karena avatar dialami sebagai perpanjangan diri penggunanya, pengalaman tersebut berpotensi memunculkan rasa jijik (disgust), emosi yang berkaitan dengan penolakan terhadap kontaminasi dan pelanggaran moral, selain respons emosional lain yang lebih umum diteliti seperti rasa takut atau cemas. Penelitian kuantitatif korelasional ini bertujuan mengetahui hubungan antara pengalaman pelecehan seksual siber melalui avatar Roblox dengan tingkat rasa jijik pada 300 dewasa awal (18–25 tahun) yang direkrut melalui teknik convenience sampling. Data dikumpulkan menggunakan adaptasi Online Sexual Harassment Scale (ω = ,95) dan Three Domain Disgust Scale, kemudian dianalisis menggunakan korelasi Spearman Rank. Hasil menunjukkan terdapat hubungan yang signifikan, lemah, dan berarah negatif antara pengalaman pelecehan seksual siber dengan tingkat rasa jijik (ρ = -0,365, p < 0,001), yang dikonfirmasi oleh uji Chi-Square (χ²(1) = 6,231, p = 0,013), serta konsisten pada ketiga domain rasa jijik (pathogen, seksual, moral). Semakin tinggi pengalaman pelecehan, semakin rendah sensitivitas rasa jijik yang dilaporkan, mengindikasikan kemungkinan terjadinya normalisasi emosional. Temuan ini menegaskan pentingnya kesadaran pengguna terhadap risiko menurunnya sensitivitas emosional akibat paparan pelecehan seksual daring.