The Relationship between Roblox Game Addiction and Religiosity Values among Adolescents
DOI:
https://doi.org/10.24252/lp.2026v29n1i4Keywords:
Islamic Education, Game Online, Roblox, Religiosity, Digital Transformation.Abstract
The emergence of the metaverse has blurred the boundaries between physical and virtual realities. In this era of rapid digital globalization, metaverse platforms such as Roblox have become increasingly integrated into adolescents’ daily lives and educational environments, offering new opportunities while also presenting complex ethical challenges. This study aims to examine the empirical impact of Roblox game addiction on the religious values of students at SMA Muhammadiyah 1 Bantul. Employing a quantitative research approach, data were collected through questionnaires administered to 36 active Roblox players selected using purposive sampling. The data were analyzed using Pearson correlation and simple linear regression. The findings reveal that excessive engagement with Roblox significantly contributes to disrupted sleep patterns and the neglect of religious obligations, ultimately leading to a decline in students’ moral discipline and akhlak (Islamic moral character). These findings highlight the critical importance of integrating strong moral and ethical values into adolescents’ digital lives. The study also offers important implications for two educational contexts. In Islamic educational institutions, the results underscore the urgent need to strengthen discipline in religious practices, particularly performing prayers on time, while fostering commendable moral character. In general education settings, the findings are equally relevant for addressing the erosion of adolescent character associated with excessive digital engagement. Specifically, they emphasize the importance of promoting effective time management, maintaining healthy sleep patterns, and cultivating responsible digital behavior by reducing exposure to negative emotions and toxic interactions on online platforms.
Abstrak:
Kemunculan metaverse, telah mengubah batas antara realitas fisik dan virtual. Dalam era globalisasi yang dinamis, teknologi metaverse seperti Roblox telah memasuki sektor pendidikan dan kehidupan remaja, memberikan peluang baru serta tantangan dalam aspek etika. Penelitian ini bertujuan untuk mengeksplorasi dampak kecanduan game Roblox terhadap nilai-nilai religius siswa di SMA Muhammadiyah 1 Bantul. Dengan pendekatan metode campuran, data diperoleh melalui kuesioner yang diisi oleh 36 siswa yang dipilih dengan teknik purposive sampling. Analisis data dilaksanakan menggunakan metode regresi linier sederhana dan korelasi Pearson. Temuan ini menunjukkan bahwa waktu bermain yang berlebihan dapat menyebabkan gangguan pola tidur dan pengabaian tanggung jawab ibadah, yang berdampak pada penurunan disiplin moral dan akhlak siswa. Penelitian ini merekomendasikan pentingnya pengintegrasian prinsip moral serta konsekuensi signifikan yang dapat diterapkan dalam dua aspek pendidikan. Dalam konteks sekolah yang berlandaskan pada ajaran Islam, temuan ini mendasari kebutuhan mendesak untuk memperkuat disiplin dalam menjalankan ibadah ritual (seperti melaksanakan shalat tepat waktu) dan membentuk akhlak terpuji. Sementara itu, dalam konteks pendidikan yang lebih umum (sekolah biasa), hasil dari penelitian ini masih sangat relevan untuk menangani penurunan karakter remaja akibat pengaruh dunia maya, khususnya dalam hal memperbaiki pengelolaan waktu, menjaga pola tidur (sirkadian) siswa, serta menyaring emosi negatif atau perilaku tidak etis (toxic) saat berinteraksi di platform digital.
Downloads
References
Azzahra, S., Putri, N. N., Mubarok, A. B., & Khomarudin, K. (2025). Virtual Socialization Through Online Game: Social Interaction in Roblox. Edueksos Jurnal Pendidikan Sosial & Ekonomi, 14(01). https://doi.org/10.24235/edueksos.v14i01.18440.
Battu, H., & Bender, K. A. (2020). Educational mismatch in developing countries: A review of the existing evidence. The Economics of Education, 269–289. https://doi.org/10.1016/B978-0-12-815391-8.00020-3.
Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Journal of Educational Technology & Society, 9(3), 160–172. https://www.jstor.org/stable/jeductechsoci.9.3.160.
Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities. ACM Computing Surveys (CSUR), 45(3), 1–38. https://doi.org/10.1145/2480741.2480751.
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse For Social Good: A University Campus Prototype. Proceedings of the 29th ACM International Conference on Multimedia, 153–161. https://doi.org/10.1145/3474085.3479238.
Fitriani, A. (2016). Peran religiusitas dalam meningkatkan psychological well being. Al-Adyan: Jurnal Studi Lintas Agama, 11(1), 57–80. https://doi.org/10.24042/ajsla.v11i1.1437.
Gabriella, M., Asmahasanah, S., & Kamalludin, K. (2022). Pengaruh Penggunaan Game Online Terhadap Aktivitas Ibadah Shalat Siswa. JPG: Jurnal Pendidikan Guru, 3(3), 233–238. https://doi.org/10.32832/jpg.v3i3.7339.
Glock, C. Y., & Stark, R. (1965). Religion and society in tension.
Herlambang, Y. T. (2021). Pedagogik: Telaah kritis ilmu pendidikan dalam multiperspektif. Bumi Aksara.
Hernández, L., Hernández, V., Neyra, F., & Carrillo, J. (2022). The use of Massive Online Games in game-based learning activities. Revista Innova Educación, 4(3), 7–30. https://orcid.org/0000-0002-8981-8508.
Hong, H., Kim, S., Kang, M., & Lee, J. (2023). Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games. Journal of Environmental Science International, 32(12), 979–985. https://doi.org/10.5322/JESI.2023.32.12.979.
Kass, J. D. (2017). The Know Your Self Curriculum: Overview and Research Results. A Person-Centered Approach to Psychospiritual Maturation: Mentoring Psychological Resilience and Inclusive Community in Higher Education, 133–153. .springer.com/chapter/10.1007/978-3-319-57919-1_6.
Keating, P. (2024). The Ideological Dilemma in Using Games in Global Citizenship and Development Education. In K. Kilsa & R. V Basaiawmoit (Eds.), Proceedings of the European Conference on Games-based Learning (Vol. 18, Number 1, pp. 499–505). Dechema e.V. https://doi.org/10.34190/ecgbl.18.1.2721.
Kemp, S. (n. d. ). (2022). Digital.
Marlianti, D. (2015). Hubungan kecanduan bermain game online dengan pola tidur dan motivasi belajar anak usia 10-12 tahun di SD Mattoangin 2 Kecamatan Mariso kota Makassar. Universitas Islam Negeri Alauddin Makassar.
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031.
Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355–366. https://www.jstor.org/stable/jeductechsoci.19.2.355.
Nursyifa, F. I., Widianti, E., & Herliani, Y. K. (2020). Gangguan Tidur Mahasiswa Fakultas Keperawatan Universitas Padjadjaran Yang Mengalami Kecanduan Game Online. Jurnal Keperawatan BSI, VIII(1). http://ejurnal.ars.ac.id/index.php/keperawatan.
Rini, A. (2011). Menanggulangi kecanduan game online pada anak. Jakarta: Pustaka Mina, 28.
Siregar, A. R. A., Pasha, F. N., Siregar, H. L., & Ramadhani, K. A. (2025). Analisis Dampak Bermain Roblox Terhadap Kedisiplinan Ibadah Mahasiswa Muslim Universitas Negeri Medan. Jurnal Intelek Insan Cendikia, 2(11), 18078–18090. https://id.scribd.com/document/971095212/55-Analisis-Dampak-Bermain-Roblox-Terhadap-Kedisiplinan-Ibadah-Mahasiswa-Muslim-Universitas-Negeri-Medan.
Siregar, H. L., Rismawany, P., Pulungan, L. S., & Harahap, F. A. (2024). Analisis pengaruh media sosial terhadap nilai keislaman mahasiswa Universitas Negeri Medan. Jurnal Ilmiah Multidisiplin Terpadu, 8(6), 2246–6111. https://oaj.jurnalhst.com/index.php/jimt/article/view/2854.
The Horizon report . (2012). Educause. https://www.learntechlib.org/p/221033/.
Ulfa, M. & Risdayati, D. (2017). Effect Of Addiction Online Game On Adolescent Behavior In Mabes Game Center Road Hr.Subrantas In Pekanbaru. In JOM. FISIP (Vol. 4, Number 1). https://www.neliti.com/id/publications/119938/pengaruh-kecanduan-game-online-terhadap-perilaku-remaja-di-mabes-game-center-jal#id-section-title.
Zamaa, M. S., Kamariana, K., & Annisa, A. N. (2022). Hubungan Adiksi Game Online dengan Gangguan Pola Tidur pada Remaja. An Idea Health Journal, 2(01), 55–59. https://doi.org/10.53690/ihj.v2i01.81.
Zhang, Q. (2023). Secure Preschool Education Using Machine Learning and Metaverse Technologies. Applied Artificial Intelligence, 37(1), 2222496. https://doi.org/10.1080/08839514.2023.2222496.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Filza Nur Sabrina, Tumin

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with this journal agree to the following terms:
1) Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
2) Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
3)Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).












