Potensi Pemanfaatan Platform Game Roblox Dalam Rekrutmen Radikalisasi Anak Indonesia di Era Digital

Authors

  • Muhamad Padhil Universitas Pertahanan Republik Indonesia, Indonesia
  • Priyanto Universitas Pertahanan Republik Indonesia, Indonesia
  • Ahmad G Dohamid Universitas Pertahanan Republik Indonesia, Indonesia

DOI:

https://doi.org/10.57235/jetish.v5i2.8963

Keywords:

Roblox, Radikalisasi Online, Rekrutmen Anak, Ekstremisme Digital

Abstract

Perkembangan teknologi digital telah mengubah pola rekrutmen kelompok radikal melalui potensi pemanfaatan ruang virtual, termasuk platform game online. Penelitian ini bertujuan menganalisis potensi pemanfaatan platform game online dalam rekrutmen radikalisme anak di era digital serta mengkaji fenomena tersebut dalam perspektif peperangan asimetris. Penelitian menggunakan pendekatan kualitatif dengan metode studi kasus melalui analisis data sekunder yang bersumber dari laporan resmi, literatur akademik, dan pemberitaan terkait radikalisasi digital anak. Hasil penelitian menunjukkan bahwa pola rekrutmen mengalami transformasi dari pendekatan konvensional berbasis interaksi fisik menuju pendekatan digital yang lebih terselubung, adaptif, dan sulit dideteksi. Fitur interaktif dalam platform game online, seperti komunikasi real-time, anonimitas pengguna, dan komunitas virtual, dimanfaatkan sebagai media infiltrasi ideologi secara bertahap terhadap anak-anak sebagai kelompok rentan. Dalam perspektif peperangan asimetris, fenomena ini mencerminkan bentuk warfare non-kinetik yang menargetkan dimensi kognitif dan psikologis generasi muda. Oleh karena itu, diperlukan penguatan literasi digital, pengawasan ruang siber, serta kolaborasi lintas sektor untuk mencegah radikalisasi anak di era digital.

Downloads

Download data is not yet available.

References

Akers, R. L. (1998). Social learning and social structure: A general theory of crime and deviance. Northeastern University Press.

Asosiasi Penyelenggara Jasa Internet Indonesia (APJII). (2024). Profil pengguna internet Indonesia 2024. APJII.

Awan, I. (2017). Cyber-extremism: Isis and the power of social media. Society, 54(2), 138-149. https://doi.org/10.1007/s12115-017-0114-0

Bandura, A. (1977). Social learning theory. Prentice Hall.

Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27-40. https://doi.org/10.3316/QRJ0902027

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa

Cohen, L. E., & Felson, M. (1979). Social change and crime rate trends: A routine activity approach. American Sociological Review, 44(4), 588-608. https://doi.org/10.2307/2094589

Conway, M. (2017). Determining the role of the internet in violent extremism and terrorism: Six suggestions for progressing research. Studies in Conflict and Terrorism, 40(1), 77-98. https://doi.org/10.1080/1057610X.2016.1157408

Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.

Cronin, A. K. (2020). Power to the people: How open technological innovation is arming tomorrow's terrorists. Oxford University Press.

Davey, J., & Ebner, J. (2020). The fringe insurgency: Connectivity, convergence and mainstreaming of the extreme right. Institute for Strategic Dialogue.

Davis, J. P., & Erickson, L. (2023). Online grooming and exploitation in gaming environments: A systematic review. Journal of Child Sexual Abuse, 32(4), 389-410. https://doi.org/10.1080/10538712.2023.2187344

DW Indonesia. (2025). Rekrutmen teroris melalui game online. Deutsche Welle. https://www.dw.com/id/rekrutmen-teroris-game-online/a-75599685

Effendi, R., Sukmayadi, V., Unde, A. A., & Triyanto (2022). Social media as a medium for preventing radicalization (A case study of an Indonesian youth community's counter-radicalization initiatives on Instagram). https://doi.org/10.52518/2021-14edu

Europol. (2022). Internet Organised Crime Threat Assessment (IOCTA) 2022. European Union Agency for Law Enforcement Cooperation.

Europol. (2023). Internet Organised Crime Threat Assessment (IOCTA) 2023. European Union Agency for Law Enforcement Cooperation.

Fealy, G., & Borgu, A. (2019). Local jihad: Radical Islam and terrorism in Indonesia. Strategic and Defence Studies Centre, Australian National University.

Freilich, J. D., & Newman, G. R. (2017). Transforming piecemeal social engineering into whole-system reform: Toward a new criminology of terrorist violence. Journal of Criminological Research, Policy and Practice, 3(2), 142-155.

Global Internet Forum to Counter Terrorism (GIFCT). (2023). GIFCT transparency report 2023. GIFCT.

Global Network on Extremism and Technology (GNET). (2024). Gaming platforms and violent extremism: Emerging threat assessment. GNET Research.

Hussain, G., & Saltman, E. M. (2014). Jihad trending: A comprehensive analysis of online extremism and how to counter it. Quilliam Foundation.

I-KHub BNPT. (2025). Tren terorisme Indonesia tahun 2023-2025. Kedeputian Bidang Kerja Sama Internasional, Badan Nasional Penanggulangan Terorisme.

Institute for Strategic Dialogue (ISD). (2023). Gaming and the far right: How extremists exploit online gaming communities. ISD Global.

Kementerian Komunikasi dan Informatika RI (Kominfo). (2023). Roadmap digital Indonesia 2021-2024. Kominfo.

Lind, W. S., Nightengale, K., Schmitt, J. F., Sutton, J. W., & Wilson, G. I. (1989). The changing face of war: Into the fourth generation. Marine Corps Gazette, 73(10), 22-26.

Milla, M. N., Faturochman, F., & Ancok, D. (2020). The impact of leader-follower interactions on the radicalization of terrorist groups: Tracing the trajectory of Jemaah Islamiyah. Asian Journal of Social Psychology, 23(1), 42-52. https://doi.org/10.1111/ajsp.12007

Moonshot CVE. (2023). Gaming platforms and violent extremism: The emerging nexus. Moonshot.

Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497. https://doi.org/10.3390/encyclopedia201003

Neuendorf, K. A. (2017). The content analysis guidebook (2nd ed.). SAGE Publications.

Neumann, P. R. (2013). The trouble with radicalization. International Affairs, 89(4), 873-893. https://doi.org/10.1111/1468-2346.12049

Peraturan Presiden Republik Indonesia Nomor 7 Tahun 2021 tentang Rencana Aksi Nasional Pencegahan dan Penanggulangan Ekstremisme Berbasis Kekerasan yang Mengarah pada Terorisme Tahun 2021-2024.

Qiao, L., & Wang, X. (1999). Unrestricted warfare. PLA Literature and Arts Publishing House.

Radicalisation Awareness Network (RAN). (2022). RAN collection: Responses to returning foreign terrorist fighters and their families. European Commission.

Reyns, B. W., Henson, B., & Fisher, B. S. (2011). Being pursued online: Applying cyberlifestyle-routine activities theory to cyberstalking victimization. Criminal Justice and Behavior, 38(11), 1149-1169. https://doi.org/10.1177/0093854811421448

Roblox Corporation. (2024). Roblox safety and civility report Q4 2024. Roblox Corporation.

Setiyawan, A., Maarif, S., & Imron, A. (2023). From clicks to commitment: YouTube and the online-to-offline radicalization pathway in Indonesia. Terrorism and Political Violence, 35(7), 1521-1544. https://doi.org/10.1080/09546553.2022.2097882

The Guardian. (2025, 14 April). Risks to children on Roblox 'deeply disturbing', say researchers. The Guardian.

Timur, F. G. C., & Syakirin, J. (2018). Peran Community Resilience di Amerika Serikat dan Inggris dalam Upaya Kontra Terorisme. Jurnal Sospol, 4(1), 21-36.

The Guardian. (2025, 31 Juli). Far-right extremists use games platforms to radicalise teenagers, report finds. The Guardian.

Undang-Undang Republik Indonesia Nomor 19 Tahun 2016 tentang Perubahan atas Undang-Undang Nomor 11 Tahun 2008 tentang Informasi dan Transaksi Elektronik.

Undang-Undang Republik Indonesia Nomor 27 Tahun 2022 tentang Perlindungan Data Pribadi.

Undang-Undang Republik Indonesia Nomor 35 Tahun 2014 tentang Perubahan atas Undang-Undang Nomor 23 Tahun 2002 tentang Perlindungan Anak.

UNICEF Indonesia. (2023). Children's digital engagement in Indonesia: Post-pandemic trends and child protection implications. UNICEF.

United Nations Counter-Terrorism Committee Executive Directorate (UNCTED). (2022). ICTs and terrorism: Emerging threats and global responses. UNCTED.

United Nations General Assembly. (2016). Plan of action to prevent violent extremism: Report of the Secretary-General (A/70/674). United Nations.

Weimann, G., & Masri, N. (2023). Research note: Spreading terror and hate on TikTok and gaming platforms. Studies in Conflict and Terrorism, 46(9), 1534-1548. https://doi.org/10.1080/1057610X.2020.1780027

Downloads

Published

2026-07-26

Citation Check