Hubungan antara Intensitas Bermain Roblox terhadap Kesepian pada Mahasiswa

Authors

  • Haani Keyza Grimonia Universitas Negeri Surabaya
  • Vania Ardelia Universitas Negeri Surabaya

DOI:

https://doi.org/10.26740/cjpp.v13n01.p90-99

Keywords:

Intensitas bermain roblox, Kesepian, Mahasiswa, game online

Abstract

Intensitas bermain game online semakin meningkat di kalangan mahasiswa, salah satunya melalui platform Roblox yang menyediakan ruang interaksi sosial virtual. Meskipun demikian, keterlibatan yang tinggi dalam game online diduga berkaitan dengan pengalaman kesepian. Penelitian ini bertujuan untuk mengetahui hubungan antara intensitas bermain Roblox dengan tingkat kesepian pada mahasiswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional. Partisipan penelitian berjumlah 170 mahasiswa berusia 18–25 tahun yang bermain Roblox dan berasal dari beberapa universitas di Surabaya. Data dikumpulkan secara daring menggunakan skala intensitas bermain Roblox dan skala kesepian. Analisis data dilakukan menggunakan uji korelasi Pearson dengan bantuan perangkat lunak JASP. Hasil analisis menunjukkan adanya hubungan positif yang rendah antara intensitas bermain Roblox dan kesepian (r = 0,278; p < 0,05). Temuan ini menunjukkan bahwa intensitas bermain Roblox berkaitan dengan tingkat kesepian mahasiswa, meskipun kekuatan hubungannya tergolong lemah. Penelitian ini memberikan implikasi bahwa interaksi sosial virtual dalam game online belum sepenuhnya memenuhi kebutuhan afiliasi mahasiswa.

Abstract

The intensity of online game playing has increased among university students, particularly through platforms such as Roblox that offer virtual social interaction. However, high engagement in online games has been associated with experiences of loneliness. This study aimed to examine the relationship between the intensity of playing Roblox and loneliness among university students. This study employed a quantitative correlational design. A total of 170 students aged 18–25 years from several universities in Surabaya who actively played Roblox participated in the study. Data were collected online using the Roblox playing intensity scale and a loneliness scale. Pearson correlation analysis was conducted using JASP software. The results indicated a low positive relationship between the intensity of playing Roblox and loneliness (r = 0.278; p < 0.05). These findings suggest that the intensity of playing Roblox is associated with students’ loneliness, although the strength of the relationship is weak. This study implies that virtual social interactions in online games may not fully satisfy students’ affiliation needs

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Published

2026-01-31

How to Cite

Grimonia, H. K., & Ardelia, V. (2026). Hubungan antara Intensitas Bermain Roblox terhadap Kesepian pada Mahasiswa. Character Jurnal Penelitian Psikologi, 13(01), 90–99. https://doi.org/10.26740/cjpp.v13n01.p90-99
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