Fanni Putri Diantina
Program Studi Psikologi, Fakultas Psikologi, Universitas Islam Bandung, Indonesia

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

Sisi Lain Roblox: Sebuah Tinjauan Literatur mengenai Cyber Grooming Nabila Adzafirah; Fanni Putri Diantina
Bandung Conference Series: Psychology Science 1373-1380
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/bcsps.v6i2.25638

Abstract

Abstract. Roblox, one of the world's most popular online gaming platforms with more than 85 million daily active users, a large proportion of whom are children and adolescents, has increasingly been reported as a site where cyber grooming occurs. This article presents a literature review examining the phenomenon of cyber grooming, with particular attention to its characteristics on community-based online gaming platforms such as Roblox, as well as the psychological vulnerability factors of insecure attachment and loneliness that are theorized to increase an individual's risk of becoming a target. A narrative review method was used, synthesizing theoretical and empirical articles published between 2003 and 2026, obtained from Google Scholar, ScienceDirect, and Scopus using the keywords “cyber grooming,” “online grooming,” “insecure attachment,” and “loneliness.” The reviewed studies are summarized in a synthesis table and further discussed descriptively. The review indicates that cyber grooming unfolds as a gradual manipulation process in which perpetrators exploit victims' unmet emotional needs, and that insecure attachment (particularly attachment anxiety) and loneliness consistently emerge as psychological factors that increase an individual's vulnerability to this process, whereas attachment avoidance appears to function as a protective factor. This review highlights a gap in the literature regarding studies that examine cyber grooming specifically within community-based gaming platforms such as Roblox, particularly among Indonesian adolescents. Abstrak. Roblox, salah satu platform permainan daring terpopuler di dunia dengan lebih dari 85 juta pengguna aktif harian yang sebagian besar merupakan anak-anak dan remaja, semakin banyak dilaporkan sebagai ruang terjadinya cyber grooming. Artikel ini menyajikan studi literatur mengenai fenomena cyber grooming, dengan perhatian khusus pada karakteristiknya di platform permainan daring berbasis komunitas seperti Roblox, serta faktor risiko psikologis berupa insecure attachment dan loneliness yang diduga meningkatkan risiko individu menjadi sasaran. Metode yang digunakan adalah kajian pustaka naratif (narrative review) yang mensintesis artikel teoritis dan empiris terbitan tahun 2003-2026 yang diperoleh dari Google Scholar, ScienceDirect, dan Scopus menggunakan kata kunci “cyber grooming”, “online grooming”, “insecure attachment”, dan “loneliness”. Studi-studi yang ditelaah dirangkum dalam tabel sintesis dan dibahas secara deskriptif. Hasil kajian menunjukkan bahwa cyber grooming berlangsung sebagai proses manipulasi bertahap yang memanfaatkan kebutuhan emosional korban yang belum terpenuhi, serta bahwa insecure attachment (khususnya attachment anxiety) dan loneliness secara konsisten muncul sebagai faktor psikologis yang meningkatkan risiko individu terhadap proses tersebut, sedangkan attachment avoidance tampak berperan sebagai faktor protektif. Kajian ini menyoroti kesenjangan literatur terkait penelitian yang secara khusus mengkaji cyber grooming pada platform permainan berbasis komunitas seperti Roblox, khususnya pada remaja Indonesia.