Abstract

The sophistication of technology has given rise to new trends among teenagers which are not only used to fill the need for information, but can also be used as entertainment that can be accessed without the limitations of space and time. Virtual communication is one way for teenagers to convey messages without having to meet in person. This is inseparable from the presence of the metaverse which has emerged as part of a means of communication which indirectly plays a role in forming interaction patterns in exchanging information among teenagers, one of which can be accessed through the Roblox game. The aim of this research is to determine virtual communication in the metaverse world among teenagers through the Roblox game. This research method is descriptive qualitative with theory using the basic concepts of virtual communication Werner J. Severin and James W. Tankard with data collection techniques using observation, interviews and literature study. The result is virtual metaverse communication through the Roblox game for teenagers, where in Roblox there is voice chat which is a means of virtual communication.

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