Prologia
Vol. 10 No. 1 (2026): Prologia

Analisis Motif Generasi Z Bermain Game Online Roblox

Shintya (Unknown)
Paramita, Sinta (Unknown)
Irena, Lydia (Unknown)



Article Info

Publish Date
30 Mar 2026

Abstract

The development of digital technology has led to the rise of various interactive entertainment platforms, including online games which continue to grow rapidly in Indonesia, such as Roblox. Roblox is an online game platform that containing multiple games and has become popular among young users, particularly Generation Z, due to its accessibility and diverse game options, serving as a medium for social interaction, brand engagement, and self-expression. This study aims to explore the motives of Generation Z in playing Roblox by using Alfred Schutz’s theory of motives, which categorize motives into because motive and in-order-to motive. Using a qualitative phenomenological study approach, data were collected through focus group discussion with six active Roblox players. The results show that because motives come from media exposure and trends, while in-order-to motives relate to social needs. This study is expected to provide valuable insight and serve as a reference for future research on online gaming motives. Perkembangan teknologi digital saat ini telah mendorong hadirnya berbagai platform hiburan yang interaktif, salah satunya adalah game online. Fenomena game online saat ini semakin berkembang pesat di Indonesia, salah satunya adalah game online Roblox. Roblox adalah salah satu platform game online yang berisikan beberapa permainan di dalamnya dan menjadi populer dikalangan pemain game online karena kemudahan dalam mengaksesnya serta beragam permainan yang tersedia. Roblox populer dikalangan pengguna muda, terutama Generasi Z dan menjadi medium untuk berinteraksi sosial, brand engagement, serta eskpresi diri. Penelitian ini bertujuan untuk mengetahui motif Generasi Z dalam bermain Roblox dengan menggunakan teori motif Alfred Schutz yang menggolongkan motif menjadi dua, yaitu motif sebab (because motive) dan motif tujuan (in-order-to motive). Penelitian ini menggunakan pendekatan kualitatif dengan metode fenomenologi. Data dikumpulkan melalui focus group discussion dengan enam informan yang aktif bermain Roblox. Hasil penelitian ini menunjukkan bahwa motif sebab pemain muncul melalui paparan media dan tren, sedangkan motif tujuan pemain berkaitan dengan pemenuhan kebutuhan sosial. Penelitian ini diharapkan dapat memberikan wawasan serta menjadi referensi bagi kajian motif bermain game online ke depannya.

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Journal Info

Abbrev

prologia

Publisher

Subject

Humanities Languange, Linguistic, Communication & Media Social Sciences

Description

Prologia (E-ISSN 2598-0777) is a national journal, which all articles contain student's writing, are published by Faculty of Communication Universitas Tarumanagara. Scientific articles published in Prologia are result from research and scientific studies conduct by Faculty of Communication students ...