PENGARUH KONSUMSI KONTEN GAME ROBLOX DI MEDIA SOSIAL TIKTOK TERHADAP SINDROM FEAR OF MISSING OUT (FOMO) PADA MAHASISWA PROGRAM STUDI ILMU KOMUNIKASI ANGKATAN 2022 UNIVERSITAS MUHAMMADIYAH MALANG

Rozak, Ferdiansyach Surya (2026) PENGARUH KONSUMSI KONTEN GAME ROBLOX DI MEDIA SOSIAL TIKTOK TERHADAP SINDROM FEAR OF MISSING OUT (FOMO) PADA MAHASISWA PROGRAM STUDI ILMU KOMUNIKASI ANGKATAN 2022 UNIVERSITAS MUHAMMADIYAH MALANG. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

This research is motivated by the rapid growth of TikTok social media among Generation Z and the emergence of Roblox game content as one of the content types widely consumed on the platform. The intensity of consuming this type of content is suspected to give rise to Fear of Missing Out (FoMO) syndrome, namely anxiety, fear, and worry about being left behind by trends developing in one’s social environment. This study aims to determine the influence of consuming Roblox game content on TikTok social media on Fear of Missing Out (FoMO) syndrome among Class of 2022 Communication Science students at Universitas Muhammadiyah Malang. This study uses a positivist paradigm with an explanatory quantitative approach and survey method, grounded in Uses and Gratification Theory. The research population consisted of Class of 2022 Communication Science students at Universitas Muhammadiyah Malang who met certain criteria, with a sample of 65 respondents determined through the total sampling technique. Data were collected through an online Likert-scale questionnaire, then analyzed using normality tests, linearity tests, simple linear regression tests, coefficient of determination tests, and T-tests with the assistance of SPSS version 25.
The results show that the consumption of Roblox game content on TikTok social media has a positive and significant effect on Fear of Missing Out (FoMO) syndrome. This is evidenced by a significance value of 0.000 (< 0.05) and a t-count value of 7.546, which is greater than the t-table value of 1.669, so that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. The simple linear regression test results obtained a constant value of 5.143 and a regression coefficient of 0.876 with a positive direction, meaning that every increase in the intensity of consuming Roblox game content on TikTok has the potential to increase the level of FoMO among students. The coefficient of determination (R Square) value of 0.475 indicates that the variable of Roblox game content consumption on TikTok social media is able to explain 47.5% of the variation in FoMO syndrome, while the remaining 52.5% is influenced by other factors outside this study, such as personality type, digital literacy level, and the use of other social media platforms. It can be concluded that the higher the level of Roblox game content consumption on TikTok social media, as seen from frequency, attention, and duration, the higher the level of Fear of Missing Out (FoMO) syndrome experienced by Class of 2022 Communication Science students at Universitas Muhammadiyah Malang.

Item Type: Thesis (Undergraduate)
Student ID: 202210040311357
Keywords: Media Exposure, Roblox Game, TikTok, Fear of Missing Out (FoMO), Uses and Gratification
Subjects: H Social Sciences > H Social Sciences (General)
Divisions: Faculty of Social and Political Science > Department of Communication Science (70201)
Depositing User: 202210040311357 ferdiansyach
Date Deposited: 13 Jul 2026 02:59
Last Modified: 13 Jul 2026 02:59
URI: https://eprints.umm.ac.id/id/eprint/31938

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