How Political Expression is Taking Place in Virtual Worlds: the case of Roblox
With more than 111.8 million daily active users worldwide, Roblox is the main virtual world platform by number of users. Although the platform poli-cies explicitly ban political content, content with political references (to po-litical figures, entities, ideologies) is prevalent and easy to locate. That makes Roblox an ideal case to study how new immersive virtual worlds ena-ble emergent new modes of political participation and politically oriented narratives. In particular, given that the majority of users are children and teenagers, the study of political content in Roblox can help expand current knowledge on how emergent media technologies shape youth political par-ticipation and expression. In this work-in-progress paper, we intend to pre-sent an ongoing digital ethnography in Roblox. Particularly, we introduce the creation of a dataset with political content which reveals different ways of political expression including prosocial behaviors such as protests as well as extremist violent hate speech. From an Interactive Digital Narrative (IDN) perspective, this approach offers an opportunity to analyze how IDN may incorporate political content or may spark political participation among children, teens and youth. To achieve this aim, we draw on the IDN literature to address and represent complex societal issues (Koenitz, Barbara & Eladhari, 2022) as well as political internet games (Neys & Jansz, 2010), and political participation (Durotoye et al., 2025; Vaccari and Valeriani, 2021).
DA SILVA Claudia;
BARREDA ANGELES Miguel;
2025-12-16
Springer Nature
JRC143560
https://link.springer.com/chapter/10.1007/978-3-032-12408-1_18,
https://publications.jrc.ec.europa.eu/repository/handle/JRC143560,
10.1007/978-3-032-12408-1_18 (online),
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