AVATAR SEBAGAI MEDIA PRESENTASI DIRI: Studi Fenomenologi pada Pemain Roblox Indonesia dengan avatar anomali

Lutfia Anggrayni, . (2026) AVATAR SEBAGAI MEDIA PRESENTASI DIRI: Studi Fenomenologi pada Pemain Roblox Indonesia dengan avatar anomali. Skripsi thesis, Universitas Pembangunan Nasional Veteran Jakarta.

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Abstract

In today’s era of technological advancement, self-presentation occurs not only on social media but also in virtual-world-based online games such as Roblox and Zepeto. This study focuses on understanding the experience of self-presentation through the selection of anomalous avatars during the avatar customization process in the virtual-world-based online game Roblox, given the significant increase in Roblox players throughout 2025. The research employed a qualitative method with a phenomenological approach. Data were collected through three techniques—interviews, observation, and documentation—as a form of data triangulation. The results demonstrate that the selection of anomalous avatars serves specific purposes and reasons: players aim to project an image of being “cool” through these avatars, and thus their avatar choices are tailored to achieve this goal. Presentation practices are also accompanied by supporting elements and strategies that players consciously employ by differentiating their avatars depending on the context of the map being played, and players unconsciously always strive to protect their self-image when negative events occur while they are playing their roles. Based on Goffman’s concept of impression management, this study demonstrates that the process of selecting an avatar, the decision to use an avatar, and the adjustment of the avatar to a specific context constitute forms of impression management. Keywords: Impression management, online game, Roblox, virtual self-presentation

Item Type: Thesis (Skripsi)
Additional Information: [No.Panggil: 2210411126] [Pembimbing: Anindita Lintangdesi Afriani] [Penguji 1: Kusumajanti] [Penguji 2: Vina Mahdalena]
Uncontrolled Keywords: Impression management, online game, Roblox, virtual self-presentation
Subjects: H Social Sciences > H Social Sciences (General)
H Social Sciences > HV Social pathology. Social and public welfare
Divisions: Fakultas Ilmu Sosial dan Ilmu Politik > Program Studi Ilmu Komunikasi (S1)
Fakultas Ilmu Sosial dan Ilmu Politik > Program Studi Ilmu Komunikasi (S1)
Depositing User: LUTFIA ANGGRAYNI
Date Deposited: 31 Aug 2026 05:27
Last Modified: 31 Aug 2026 05:27
URI: http://repository.upnvj.ac.id/id/eprint/53745

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