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Abstract
This study examines patterns of children's interaction in Roblox gameplay, focusing on friendship formation, the use of digital symbols, and the social implications of gameplay. Using a qualitative netnographic approach, data were collected through observation and chat documentation of two popular maps: Brookhaven RP and the Mountain Climbing map. Thematic analysis indicates that children form friendships through spontaneous greetings, collaborative activities, and identity-related conversations, such as discussions of school levels. Digital symbols, emoticons, and slang are used to express closeness and build shared social meaning. The study also shows that virtual interactions enhance solidarity and empathy, but also trigger the absorption of adult cultural symbols that children do not fully comprehend.
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Copyright (c) 2025 Nadia Darmayunita, Farida, M. Reza Ishadi Fadillah

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References
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References
Ariska, K., Id, O., Raden, U., & Lampung, I. (2024). Strategi pengembangan interaksi sosial anak usia dini (5-6 tahun) melalui teknik role playing. Jurnal Panrita, 5(1).
Azzahra, C. F., Murjainah, & Suriadi, A. (2025). Pengaruh penggunaan roblox game sebagai media pembelajaran interaktif terhadap interaksi sosial siswa kelas iv di sd negeri 68 palembang. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10.
Baszucki, D. (2024, September 6). Rdc 2024: Eksplorasi Roblox Selanjutnya. Roblox. Https://Corp.Roblox.Com/Id/Ruang-Berita/2024/09/Rdc-2024-Eksplorasi-Roblox-Selanjutnya
Blumer, H. (1998). Symbolic Interactionism: Perspective And Method. University Of California Press.
Blumler, J. G., & Katz, E. (1974). The uses of mass communications current perspectives on gratifications research (Vol. 3). Sage Publication. Https://Archive.Org/Details/Usesofmasscommuno0000unse
Chalermphong, W. N., & Ninkoson, M. (2024). Code-switching in facebook chats in english among thai efl students mukarin ninkoson. International Journal of Education, 12(1). Https://Doi.Org/10.34293/Education.V12is1
Fu, Y., Schwamm, S., Baughan, A., Powell, N. M., Kronberg, Z., Owens, A., Izenman, E. R., Alsabeh, D., Hunt, E., Rich, M., Bickham, D., Radesky, J., & Hiniker, A. (2025, April 26). Understanding children’s avatar making in social online games. Conference On Human Factors In Computing Systems - Proceedings. Https://Doi.Org/10.1145/3706598.3713262
Genissa Putri, A., Muhimmah, H. A., Zuhdi, U., Setiawan, R., Korespondensi, P., & Putri, A. G. (2025). Pengembangan media game edukasi “ethnotopia” berbasis roblox dengan pendekatan etnopedagogi untuk integrasi kearifan lokal trenggalek dalam pembelajaran siswa sekolah dasar. 13(11), 2878–2891.
Han, J., Liu, G., & Gao, Y. (2023). Learners in the metaverse: A systematic review on the use of roblox in learning. In Education Sciences (Vol. 13, Issue 3). Mdpi. Https://Doi.Org/10.3390/Educsci13030296
Hasiholan, M. H., Hubert, M., & Manalu, H. (2022). Kontribusi virtual community indo game evolved sebagai wadah komunikasi kelompok game ark survival evolved dengan mengandalkan media sosial. 7(2).
Kozinets, R. V. (2015). Netnography Redefined (M. Steele, Ed.; 2nd Ed.). Sage Publications.
Mulawarman, M., & Nurfitri, A. D. (2017). Perilaku pengguna media sosial beserta implikasinya ditinjau dari perspektif psikologi sosial terapan. Buletin Psikologi, 25(1). Https://Doi.Org/10.22146/Buletinpsikologi.22759
Nasution, A. M., Pratiwi, A., Indra, C., Shakila, F. A., Lubis, M. F., & Yusnaldi, E. (2023). Tumbuh bersama warga sekolah: peran pendidikan kewarganegaraan dalam pembentukan karakter anak sd. Jurnal Pendidikan Tambusai, 7(3).
Nona, K. (2022). Media Digital Dan Audiens Muda: Komunikasi Yang Ditargetkan Pada Anak-Anak Dan Remaja. Syntax Literate: Jurnal Ilmiah Indonesia, 7(7), 11.
Pujiyana, P., Sawitri, S., Setiawan, I., Anggraeni, L., & Rosidi, Moh. I. (2025). Pengaruh Media Sosial Dan Game Online Terhadap Interaksi Sosial Mahasiswa (Studi Di Universitas Nasional Pasim). Indonesian Journal Of Social Science, 3(2), 58–66. Https://Doi.Org/10.58818/Ijss.V3i2.127
Rheingold, H. (1993). The Electronic Version of The Virtual Community.
Rizma, & Rigianti, H. A. (2021). Fenomena Game Online Di Kalangan Anak Sekolah Dasar. Jurnal Pedagogos: Jurnal Pendidikan Stkip Bima, 3. Https://Doi.Org/10.33627/Gg.V3i2.505
Rotrends. (2025). Statistik Brookhaven Rp. Rotrends. Https://Rotrends.Com/Game/1686885941/Brookhaven-Rp
Sugiyono. (2021). Metode Penelitian Komunikasi (M. S. Prof. Dr. Sunarto, Ed.). Alfabeta.
Tauhid, K., & Kusuma, ; |. (2025). Representasi Gaya Bicara Dan Perilaku Anak-Anak Sd Dari Game Online Roblox. 4.
Tudini, V. (2025). Video Game Talk. In Children’s Online Language and Interaction (Pp. 78–97). Cambridge University Press. Https://Doi.Org/10.1017/9781009024969.005
Turner, K. H., Abrams, S. S., Katíc, E., & Donovan, M. J. (2014). Demystifying Digitalk: The What and Why of The Language Teens Use in Digital Writing. Journal Of Literacy Research, 46(2), 157–193. Https://Doi.Org/10.1177/1086296x14534061
Yunanto, T. A. R., & Harischandra, S. (2023). Pembentukan Identitas Diri Remaja Pemain Game Online di Dunia Virtual Pada Masa Pandemi Covid-19. Jurnal Diversita, 9(2), 176–186. Https://Doi.Org/10.31289/Diversita.V9i2.9153