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Praktik Keagamaan di Roblox: Studi Netnografi pada Komunitas@Majelis Roblox Indonesia Elisa Insani Simanjuntak; Muhammad Iqbal
Jurnal Multidisiplin Indonesia Vol. 4 No. 3 (2026): September: Jurnal Multidisiplin Indonesia
Publisher : PT. ALHAFI BERKAH INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62007/joumi.v4i3.881

Abstract

This study examines religious practices within the @Majelis Roblox Indonesia community on the Roblox platform and explores how members construct and express religious values and meanings in a virtual environment. A qualitative design with a netnographic approach was employed. Data were collected through digital observation, online interviews, and documentation from Roblox and Discord, then analyzed using analytical coding and interpreted through Heidi A. Campbell’s Digital Religion framework. The findings reveal that religious activities are actively adapted to digital spaces through programs such as Islamic study sessions, Ngaji di Puncak, Ngaji Sambil Mancing, Kahfian, Murojaah, Ziyadah, charitable giving (infak), and Ramadan competitions. These activities demonstrate that digital platforms can facilitate meaningful religious engagement while preserving Islamic values through interactive platform features. Community members further express their religious identity by using Islamic-themed avatars, religious symbols, and Islamic expressions in everyday communication. Roblox is also perceived not only as an entertainment platform but as a medium for dakwah, religious education, and strengthening social solidarity among participants. Overall, the study confirms that the @Majelis Roblox Indonesia community exemplifies the concept of Digital Religion, in which digital technologies function beyond communication tools to become spaces for cultivating religious communities, shaping religious identities, and creating new forms of spiritual experience in the contemporary digital era.