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        <dc:title>RELIGION ON ROBLOX: A DISCOURSE ON MEDIATIZATION AND RELIGIOUS MARKET</dc:title>
        <dc:creator>Muhammad Yusuf Baity, NIM.: 24200011079</dc:creator>
        <dc:subject>297.01 Pemikiran keagamaan Islam</dc:subject>
        <dc:description>The emergence of the metaverse era apparently has expanded the scope of&#13;
religious practice into digital environments that no longer serve merely as a medium&#13;
of communication, but also as social spaces where religion lives. One platform that&#13;
exemplifies this phenomenon is Roblox, which has encouraged the emergence of&#13;
religious communities that bring religion into the virtual world through symbols—&#13;
such as mosques and churches—and practices—such as preaching, religious&#13;
lectures, and even simulations of worship in the form of virtual experiences. This&#13;
demonstrates that religion has become part of the Roblox landscape, although in a&#13;
form that has not yet been extensively explored academically. Therefore, this thesis&#13;
aims to answer questions regarding how Roblox contributes to the discourse on the&#13;
mediatization of religion and how the mediatization process unfolds when it&#13;
intersects with the religious market.&#13;
This research uses a qualitative approach with the netnography method.&#13;
Data were collected through participatory observation of religious communities on&#13;
Roblox, specifically the Indonesian Roblox Council (MARIO) and the Archdiocese&#13;
of Roblox Indonesia (KARI), accompanied by interviews with community&#13;
organizers, analysis of digital documentation, and a review of supporting content&#13;
on the social media platforms used by the communities. This data was then analyzed&#13;
through Stig Hjarvard’s framework of the mediatization of religion, supplemented&#13;
by discussions on secularization and privatization. Additionally, religious market&#13;
theory was incorporated to examine the economic dimensions of this phenomenon.&#13;
This research found that religion on Roblox does not exist in its native form.&#13;
Rather, it is shaped by media logic that adapts religious practices into forms suited&#13;
to the platform’s characteristics, as well as by market mechanisms that influence&#13;
how providers of religious “products” produce, distribute, and promote their&#13;
religious activities. There is also a form of “banal religion” that differs from&#13;
Hjarvard’s formulation, since it contains explicit doctrinal promotion behind the&#13;
circulation of symbols that seems merely aesthetic. Furthermore, this study&#13;
demonstrates that privatization and deprivatization occur simultaneously (albeit at&#13;
different levels), rather than as two sequential stages. Other findings in this thesis&#13;
also emphasize how the processes of mediatization and the formation of a digital&#13;
religious market mutually create and reinforce one another. These findings indicate&#13;
that religion on Roblox is not a decline of religion, but rather evidence of its&#13;
transformation into new forms that emerge from, and in turn shape, the digital&#13;
platform environment itself.</dc:description>
        <dc:date>2026-08-12</dc:date>
        <dc:type>Thesis</dc:type>
        <dc:type>NonPeerReviewed</dc:type>
        <dc:format>text</dc:format>
        <dc:language>en</dc:language>
        <dc:identifier>https://digilib.uin-suka.ac.id/id/eprint/78649/1/24200011079_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf</dc:identifier>
        <dc:format>text</dc:format>
        <dc:language>en</dc:language>
        <dc:identifier>https://digilib.uin-suka.ac.id/id/eprint/78649/2/24200011079_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf</dc:identifier>
        <dc:identifier>  Muhammad Yusuf Baity, NIM.: 24200011079  (2026) RELIGION ON ROBLOX: A DISCOURSE ON MEDIATIZATION AND RELIGIOUS MARKET.  Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.   </dc:identifier></oai_dc:dc>
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