GAYA KOMUNIKASI VIRTUAL GEN Z DALAM GAME "HUTAN VOICE CHAT" DI ROBLOX

PUTRA, YUNAS ADI (2026) GAYA KOMUNIKASI VIRTUAL GEN Z DALAM GAME "HUTAN VOICE CHAT" DI ROBLOX. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

The rapid advancement of information technology has transformed the social interaction patterns of Generation Z through the emergence of game creation platforms such as Roblox. Hutan Voice Chat serves as a unique virtual social space where communication, rather than completing competitive missions, is the primary focus of player interaction. This study aims to identify and analyze the forms and communication styles of Generation Z within the Hutan Voice Chat game on the Roblox platform. The study employed a descriptive qualitative approach based on the constructivist paradigm using a case study method. Primary data were collected through in-depth interviews with six Generation Z informants and participant observation conducted directly within the game. The findings indicate that communication is predominantly facilitated through Synchronous Computer�Mediated Communication (SCMC) via spatial voice chat, while Asynchronous Computer-Mediated Communication (ACMC) through text chat functions as a supporting communication channel. The dominant communication styles are a combination of the Socializer Style, characterized by open and humorous interactions that help create a relaxed group atmosphere, and the Collaborator Style, which promotes balanced group interaction. In contrast, individuals with the Analyser Style tend to communicate more cautiously to avoid misinterpretation of textual messages. The physical limitations of virtual communication are reduced through the use of nonverbal virtual symbols, including avatar customization, digital clothing, and character emotes, which serve as key stimuli in the process of impression formation. Group communication becomes effective through adherence to shared group norms, fostering interpersonal trust and social comfort that transform random in-game encounters into long-term friendship circles extending beyond the virtual environment into real life. Keywords: Virtual Communication, Communication Style, Generation Z, Roblox, Computer-Mediated Communication. Perkembangan teknologi informasi telah mengubah pola interaksi sosial Generasi Z melalui kehadiran platform game creation system seperti Roblox. Permainan Hutan Voice Chat menjadi ruang sosial virtual unik karena menempatkan aktivitas komunikasi sebagai orientasi utama pemain, bukan penyelesaian misi kompetitif. Penelitian ini bertujuan untuk mengetahui dan menganalisis bentuk serta gaya komunikasi virtual yang terjadi di kalangan Generasi Z dalam game Hutan Voice Chat pada platform Roblox. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan paradigma konstruktivisme melalui metode studi kasus. Teknik pengumpulan data primer dilakukan melalui wawancara mendalam terhadap enam informan Generasi Z dan observasi partisipan secara langsung di dalam game. Hasil penelitian menunjukkan bahwa saluran komunikasi yang digunakan didominasi oleh Synchronous Computer-Mediated Communication (SCMC) berupa spatial voice chat, dengan saluran Asynchronous Computer-Mediated Communication (ACMC) berupa text chat sebagai pendukung. Gaya komunikasi yang terbentuk didominasi oleh perpaduan gaya sosial (Socializer Style) yang ditandai dengan perilaku komunikasi terbuka penuh humor untuk mencairkan suasana kelompok, serta gaya kolaborator (Collaborator Style) sebagai penyeimbang interaksi kelompok. Sebaliknya, pengguna gaya analisis (Analyser Style) cenderung menunjukkan perilaku tertutup demi menghindari kesalahan penafsiran makna teks. Keterbatasan fisik komunikasi virtual direduksi melalui pemanfaatan simbol nonverbal virtual berupa manipulasi bentuk avatar, busana digital, dan emote karakter yang menjadi stimuli utama dalam proses pembentukan kesan (impression formation). Efektivitas komunikasi kelompok tercapai melalui kepatuhan terhadap norma kelompok yang melahirkan atraksi antarpribadi berupa rasa percaya dan kenyamanan sosial, sehingga mampu mengonstruksi pertemuan acak di dalam game menjadi sebuah ikatan kelompok pertemanan jangka panjang (circle) yang berlanjut hingga ke dunia nyata. Kata Kunci: Komunikasi Virtual, Gaya Komunikasi, Generasi Z, Roblox, Computer-Mediated Communication

Item Type: Thesis (S1)
NIM/NIDN Creators: 44120010113
Uncontrolled Keywords: Komunikasi Virtual, Gaya Komunikasi, Generasi Z, Roblox, Computer-Mediated Communication
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 070 Documentary Media, Educational Media, News Media, Journalism, Publishing/Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1-070.9 Standard Subdivisions of Documentary Media, Educational Media, News Media, Journalism, Publishing/Subdivisi Standar Dari Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1 Documentary Media, Educational Media, News Media/Media Dokumenter, Media Pendidikan, Media Berita
300 Social Science/Ilmu-ilmu Sosial > 300. Social Science/Ilmu-ilmu Sosial > 302 Social Interaction, Interpersonal Relations/Interaksi Sosial, Hubungan Antarpersonal > 302.2 Communication/Komunikasi > 302.22 Kinds of Communication/Jenis-jenis Komunikasi
Divisions: Fakultas Ilmu Komunikasi > Penyiaran
Depositing User: khalimah
Date Deposited: 28 Aug 2026 06:57
Last Modified: 28 Aug 2026 06:57
URI: http://repository.mercubuana.ac.id/id/eprint/103472

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