<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>RELIGION ON ROBLOX: A DISCOURSE ON MEDIATIZATION AND RELIGIOUS MARKET</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 24200011079</mods:namePart><mods:namePart type="family">Muhammad Yusuf Baity</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>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.</mods:abstract><mods:classification authority="lcc">297.01 Pemikiran keagamaan Islam</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-08-12</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;PASCASARJANA</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>