Virtual Activism and Multimodal Meaning-Making: Investigating Protest Representation in Roblox through Multimodal Critical Discourse Analysis
Keywords:
digital activism, multimodal discourse, protest representation, Roblox, multimodal critical discourse analysisAbstract
Digital environments increasingly function as spaces where sociopolitical expression is performed through interactive media. This study explores how protest discourse and power relations are represented within a virtual protest simulation on the Roblox platform. The research applies Multimodal Critical Discourse Analysis (MCDA) by integrating Critical Discourse Analysis (Fairclough, 1995) with multimodal social semiotics (Kress & van Leeuwen, 2006, 2021). Data were obtained from five scenes collected through close-playing observation of a Roblox protest simulation associated with the “Free Palestine” movement. The analysis focuses on the interaction of linguistic, visual, gestural, spatial, and auditory semiotic resources embedded within the virtual environment. The findings reveal that protest representation in the simulation emerges through the coordinated use of symbolic imagery, avatar interaction, spatial positioning, and textual expressions. These multimodal configurations communicate meanings related to solidarity, institutional authority, embodied resistance, and humanitarian advocacy. The study demonstrates that gaming platforms such as Roblox can function as discursive arenas where ideological positions and political narratives are negotiated through interactive communication. By extending Multimodal Critical Discourse Analysis into participatory gaming environments, this research contributes to the understanding of digital protest discourse in contemporary media cultures.
References
Abudu, H. (2021). Keep fighting: Critical dystopia in The Last of Us [Master’s thesis, Ryerson University].
Adebomi, O. O. (2025). ‘The land of your fathers lieth in ruins’: A multimodal critical discourse analysis of Nigeria’s 2023 pre-election crisis-related internet memes. Discourse & Society, 36(1), 3–22. https://doi.org/10.1177/09579265241252998
Asidiky, Z., Sujatna, E. T. S., Sidiq, I. I., & Darmayanti, N. (2022). Multimodal portrayal of Joko Widodo on Tempo’s cover story: A multimodal critical discourse analysis. Jordan Journal of Modern Languages and Literatures, 14(3), 479–493. https://doi.org/10.47012/jjmll.14.3.2
Bang, J. (2025). Extraterritorial displacement: The transnational meaning of national flags during contentious politics and the far right. Antipode, 57(4), 1342–1363. https://doi.org/10.1111/anti.70017
Bashandy, H. (2025). A design toolkit of ludic contentious politics: The case of protest in videogames. In Proceedings of the 20th International Conference on the Foundations of Digital Games (FDG 2025). https://doi.org/10.1145/3723498.3723733
Beltrán-Palanques, V. (2024). Assessing video game narratives: Implications for the assessment of multimodal literacy in ESP. Assessing Writing, 60, 100809. https://doi.org/10.1016/j.asw.2024.100809
Blondé, J., Iacoviello, V., Lampropoulos, D., Vétois, M., & Pichastor, J. M. F. (2021). Legitimacy of authority and protest actions in response to collective disadvantages. Social Justice Research, 34(3), 255–284. https://doi.org/10.1007/s11211-021-00374-z
Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press.
Chang, E. Y. (2010). Close playing: A meditation on teaching (with) video games. http://www.edmondchang.com/2010/11/11/close-playing-a-meditation/
Dweich, Z. A., & Al Ghabra, I. M. M. M. (2020). Birth and growth of semiotics. International Journal of Research in Social Sciences and Humanities, 10(4), 269–276.
Fairclough, N. (1995). Critical discourse analysis: The critical study of language. Longman.
Fairclough, N. (2015). Language and power (3rd ed.). Routledge.
Foucault, M. (1980). Power/Knowledge: Selected interviews and other writings 1972–1977. Pantheon Books.
Glazer, T. (2017). The semiotics of emotional expression. Transactions of the Charles S. Peirce Society, 53(2), 189–215.
Greijdanus, H., Fernandes, C. A. D. M., Turner-Zwinkels, F., Honari, A., Roos, C. A., Rosenbusch, H., & Postmes, T. (2025). The psychology of online activism and social movements. Current Opinion in Psychology, 35, 49–54. https://doi.org/10.1016/j.copsyc.2020.03.003
Hao, Y. (2021). Computer games as social sculptures: Rethinking participation in digital game design. Proceedings of the ACM on Human-Computer Interaction, 1–15. https://doi.org/10.1145/3474668
Hawreliak, J. (2018). Multimodal semiotics and rhetoric in videogames. Routledge.
Hawreliak, J., & Lemieux, A. (2020). The semiotics of social justice: A multimodal approach to examining social justice issues in videogames. Discourse, 41(5), 723–739. https://doi.org/10.1080/01596306.2020.1769936
Huber, L. M. (2022). Beyond policy: The use of social group appeals in party communication. Political Communication, 39(3), 293–310. https://doi.org/10.1080/10584609.2021.1998264
Jewitt, C. (2017). The Routledge handbook of multimodal analysis (2nd ed.). Routledge.
Koivunen, A., & Vuorelma, J. (2022). Trust and authority in the age of mediatised politics. European Journal of Communication, 37(4), 393–408. https://doi.org/10.1177/02673231211072653
Kress, G., & van Leeuwen, T. (2006). Reading images: The grammar of visual design (2nd ed.). Routledge.
Kress, G., & van Leeuwen, T. (2021). Reading images: The grammar of visual design. Routledge.
Lobera, J., & Portos, M. (2020). Decentralizing electoral campaigns? Grassroots activism and digital mobilization. Information, Communication & Society, 24(10), 1419–1440. https://doi.org/10.1080/1369118X.2020.1749697
Machin, D., & Mayr, A. (2012). How to do critical discourse analysis: A multimodal introduction. Sage.
Moreno-Almeida, C. (2021). Memes as snapshots of participation: Digital activists in authoritarian regimes. New Media & Society, 23, 1545–1566. https://doi.org/10.1177/1461444820912722
Schmidt, J. A. (2022). Peirce’s evolving interpretants. Semiotica, 246, 211–223.
Schneider, F. (2021). COVID-19 nationalism and the visual construction of sovereignty. China Information, 35(3), 301–324. https://doi.org/10.1177/0920203X211034692
Shliakhovchuk, E. (2024). Video games as awareness raisers, attitude changers, and agents of social change. International Journal of Computer Games Technology, 1–12. https://doi.org/10.1155/2024/3274715
Singh, A. (2025). Introducing Roblox Cube: Our core generative AI system for 3D and 4D. Roblox Corporation. https://corp.roblox.com/newsroom/2025/03/introducing-roblox-cube
Stawarska, B. (2020). The linguistic sign and the language system. In B. Stawarska (Ed.), Saussure’s linguistics, structuralism, and phenomenology (pp. 33–48). Springer.
Szebeni, Z., Hartikainen, I., Schmalenberger, S., & Cole, M. (2025). Banana populism: Memeable rhetoric in populist visual communication. Social Media + Society, 11(1), 1–11. https://doi.org/10.1177/20563051251313847
Wildfeuer, J., & Stamenković, D. (2022). The discourse structure of video games: A multimodal discourse semantics approach to game tutorials. Language and Communication, 82, 28–51. https://doi.org/10.1016/j.langcom.2021.11.005
Wu, Y. H., & Martin, P. (2024). The narrativization of ludic elements in videogame fan fiction. Convergence, 30(2), 823–840. https://doi.org/10.1177/13548565231208925
Yaden, J. (2020). What is Roblox? Digital Trends. https://www.digitaltrends.com/gaming/what-is-roblox/
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Putri Rizki Syafrayani, Siti Aisyah Ginting, Winda Setiasari

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.




