Mediatisasi Agama: Studi pada Komunitas MARIO di platform Discord dan Roblox

Mulani, Yusup (2026) Mediatisasi Agama: Studi pada Komunitas MARIO di platform Discord dan Roblox. Sarjana thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

INDONESIA: Penelitian ini membahas mediatisasi agama pada Komunitas Majelis Roblox Indonesia (MARIO) melalui platform Discord dan Roblox serta kaitannya dengan transformasi religiusitas anggota. Penelitian ini dilatarbelakangi oleh berkembangnya penggunaan media digital sebagai ruang baru dalam aktivitas keagamaan, termasuk pemanfaatan platform permainan dan komunikasi yang pada awalnya tidak secara khusus dirancang sebagai media keagamaan. Penelitian ini bertujuan untuk mengetahui praktik keagamaan online di Komunitas MARIO, menganalisis perubahan otoritas keagamaan dalam komunitas, serta mengkaji transformasi praktik keagamaan yang berlangsung melalui penggunaan Discord dan Roblox. Penelitian ini menggunakan pendekatan kualitatif dengan metode etnografi digital. Data diperoleh melalui observasi terhadap aktivitas komunitas di Discord dan Roblox, wawancara semi-terstruktur dengan founder, admin, dan anggota komunitas, serta dokumentasi berupa tangkapan layar dan dokumentasi aktivitas keagamaan. Analisis penelitian menggunakan perspektif Mediatisasi Agama Stig Hjarvard dan konsep Digital Religion Heidi Campbell untuk melihat hubungan antara media digital, praktik keagamaan, interaksi, serta perubahan pengalaman keberagamaan anggota. Hasil penelitian menunjukkan bahwa Discord dan Roblox tidak hanya berfungsi sebagai sarana komunikasi dan permainan, tetapi telah menjadi bagian dari lingkungan tempat aktivitas keagamaan berlangsung. Discord digunakan untuk kajian, diskusi, tanya jawab, dan koordinasi kegiatan, sedangkan Roblox menyediakan ruang virtual yang memungkinkan anggota berinteraksi dalam aktivitas komunitas. Penelitian juga menemukan adanya perbedaan praktik keagamaan anggota sebelum dan sesudah bergabung dengan MARIO. Sebelum bergabung, praktik keagamaan informan lebih banyak berlangsung melalui keluarga, sekolah, guru agama, masjid, dan pada sebagian informan melalui media digital secara individual. Setelah bergabung dengan MARIO, praktik keagamaan memperoleh ruang baru melalui interaksi komunitas di Discord dan aktivitas virtual di Roblox. Perubahan tersebut juga terlihat pada pola interaksi dan otoritas keagamaan yang menjadi lebih berjejaring antara pemateri, pengurus, dan anggota. Dengan demikian, mediatisasi agama dalam MARIO tidak menciptakan religiusitas anggota dari kondisi sebelumnya yang kosong, tetapi berkontribusi terhadap transformasi pengalaman keberagamaan melalui perubahan cara memperoleh pengetahuan agama, berpartisipasi dalam kegiatan, berinteraksi dengan sumber keagamaan, serta memaknai ruang digital sebagai bagian dari praktik keagamaan. ENGLISH: This study examines the mediatization of religion in the Majelis Roblox Indonesia (MARIO) community through the Discord and Roblox platforms and its relation to the transformation of members’ religiosity. The study is motivated by the growing use of digital media as a new space for religious activities, including the utilization of gaming and communication platforms that were not originally designed specifically for religious purposes. This study aims to examine online religious practices within the MARIO community, analyze changes in religious authority, and explore the transformation of religious practices that occurs through the use of Discord and Roblox. This study employs a qualitative approach using digital ethnography. Data were collected through observations of community activities on Discord and Roblox, semi-structured interviews with the founder, administrator, and community members, as well as documentation in the form of screenshots and records of religious activities. The analysis draws on Stig Hjarvard’s Mediatization of Religion perspective and Heidi Campbell’s Digital Religion concept to examine the relationship between digital media, religious practices, interaction, and changes in members’ religious experiences. The findings indicate that Discord and Roblox function not only as communication and gaming platforms but also as part of the environment in which religious activities take place. Discord is used for religious studies, discussions, question-and-answer sessions, and activity coordination, while Roblox provides a virtual space that enables members to interact through community activities. The study also identifies differences in members’ religious practices before and after joining MARIO. Before joining the community, informants’ religious practices were primarily shaped through family, school, religious teachers, mosques, and, for some informants, digital media used individually. After joining MARIO, religious practices gained a new space through community interaction on Discord and virtual activities on Roblox. These changes are also reflected in patterns of interaction and religious authority, which become more networked among religious teachers or speakers, administrators, and members. Thus, the mediatization of religion within MARIO does not create members’ religiosity from an absence of religious experience, but rather contributes to the transformation of their religious experiences through changes in how they acquire religious knowledge, participate in religious activities, interact with religious sources, and perceive digital spaces as part of their religious practices.

Item Type: Thesis (Sarjana)
Uncontrolled Keywords: Mediatisasi Agama; Sosiologi Agama
Subjects: Communities
Divisions: Fakultas Ushuluddin > Program Studi, Studi Agama Agama
Depositing User: Yusup Mulani
Date Deposited: 23 Sep 2026 07:29
Last Modified: 23 Sep 2026 07:29
URI: https://digilib.uinsgd.ac.id/id/eprint/142820

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