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Angeline, Mia
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Game and Digital Culture: A Study on Hay Day Game Angeline, Mia
Humaniora Vol 7, No 1 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i1.3393

Abstract

Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective tools to convey the message to the public. 
Crime As Entertainment or Entertainment as A Crime? Angeline, Mia
Humaniora Vol 2, No 2 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i2.3151

Abstract

Article presents one part of pop culture is crime portrayed as entertainment in television shows. Television has the means of information and entertainment, resulting in the shift of crime shows, initially crime was portrayed in the news but due to the high popularity, it becomes part of the entertainment as well. In terms of information, the most famous of crime drama show is Crime Scene Investigation (CSI), and this show gave effect known as the CSI effect, which is people have more appreciation to scientific evidences and DNA testing in trials. On the other hand, with so many shows involving crime resulting in cultivation impact, which is accumulation and the formation of perception of reality. People who are more exposed to this crime show will form the same perception as the one depicted by television and resulted to changes in their behavior. Several proposals to reduce this negative effects are audience learning, the use of rating system and electronic key in television set. 
Upaya Mengatasi Golput pada Pemilu 2014 Evelina, Lidya Wati; Angeline, Mia
Humaniora Vol 6, No 1 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i1.3302

Abstract

Data from General Election Commission (KPU) said the 2009 election abstentions level is still relatively high , ie 49,212,161 non voters (29.1%) of the 176,411,434 voters. The low political participation of Indonesian society is caused by many cases convoluting political parties, the lack of potential figure of political parties, and the decline of the party's image. Research aims to find the 2014 election socialization efforts of the General Election Commission to reduce the level of abstentions and how the media shape public opinion to reduce the abstentees. Research used qualitative method with data collection through interview and literature. Data were analyzed with data reduction and triangulation. The study found the socialization media used for 2014 election were national and regional media socializing to various schools and universities in Indonesia. KPU also recruited agents of socialization in 2014, put up posters and banners, did activities along with agents of socialization, and increased the number of polling stations (TPS). KPU disseminated the information to the mass media to be publicized. The goal is to involve the community and to contribute to the success of the election. Electronic mass media need to make a program that helps the socialization of the election, for example having an open debate of all parties participating in the election in a special slot provided by the government then they explain the program and their pro-people commitments. As conclusions, the commission and the media have not been systematically designing programs that can persuade public to participate in the election of 2014. Research recommends the media to make a program that is interactive and engaging based on local tastes and culture to provide a common understanding about the 2014 election. 
Cara Desain Kemasan Produk Mempengaruhi Respons Kognitif dan Perilaku Konsumen Angeline, Mia
Humaniora Vol 1, No 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2921

Abstract

For manufacturers, product packaging designs play an important role in influencing sales and function as a means of communicating the product or corporate image to its consumer. Article examined the influence of packaging design on consumers? cognitive response and their behavioral responses. Cognitive response of a packaging design was assessed through five brand personality factors from selected products, while consumers? behavioral response was assessed through a range of approach ? avoidance behavior. Data were collected by survey questionnaires to Bina Nusantara college students who have recognized or  tried the selected products before. The conclusion of this study is the more positive product packaging design influence, the greater the tendency of consumers to show approach behavior, and vice versa. 
Participatory Culture in Indonesian Communities: A Study of #Gerakbersama Campaign Angeline, Mia; Safitri, Yuanita
Humaniora Vol 9, No 1 (2018): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v9i1.4273

Abstract

The research aimed to provide an overview on how digital conversation and participatory culture processes take place in Indonesian communities in #GerakBersama campaign. This research used a qualitative approach with case study methods. The results show that digital conversations in the #GerakBersama campaign are mostly triggered by content shared by the initiators. However, most accounts who share the content or hashtags in social media are organizations. In short, the digital conversation of this campaign is still a one-way conversation from the initiators to the public. In #GerakBersama campaign, the process of forming participatory culture begins with the existence of a society that has the same concern and a feeling of disgust about violence against women. The existence of this similarity is also reinforced by the characteristics of new media which allows users to share and create participatory culture.
Symbolic Convergence in A Social Movement: A Case of “Pengumpulan Satu Juta Ktp” by Teman Ahok Angeline, Mia
Humaniora Vol 7, No 4 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i4.3606

Abstract

Internet plays an important role in modern social movements. One of the modern social movements succeeded in Jakarta was initiated by Teman Ahok named "Pengumpulan Satu Juta KTP Untuk Ahok". The article was a part of a larger research about cyberurban space in a social movement. Therefore, the research question was, ?how was imaginaries in cyberurban space concept in ?Pengumpulan Satu Juta KTP? social movement by Teman Ahok?? This study used the qualitative method. Data were collected using virtual ethnography method, with the observation of a video posted by Teman Ahok. Data were analyzed using Bormann?s Fantasy Theme Analysis. The results of this study form in three fantasy themes that describe the comments about ?Jakarta Butuh Kamu, Ayo Bergerak Sekarang? video. These themes are ?goodwill has to be supported?, ?I am ready to support Ahok, but how??, and ?Ahok is not fit to lead?. All these fantasy themes are in favor of ?it?s difficult but it is possible? rhetorical vision. The fantasy themes have emerged, and rhetorical vision is formed that linked all the fantasy themes. It can be concluded; that symbolic convergence has taken place in the dissemination of ?Jakarta Butuh Kamu, Ayo Bergerak Sekarang? video. 
Towards Cyber City: DKI Jakarta and Surabaya Provincial Government Digital Public Services Angeline, Mia; Evelina, Lidia; Siregar, Vini Mariani
Humaniora Vol 7, No 4 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i4.3597

Abstract

The goal of this research was to do a comparative study on the use of information technology in DKI Jakarta Provincial Government through Jakarta.go.id website and Surabaya City Local Government through Surabaya.go.id website. This research focused on public services and interactive use of communication media. Research method used was descriptive qualitative. Data were collected through a depth interview with Jakarta.go.id and Surabaya.go.id website administrators, observation of digital data, literature review, and through secondary data. Data analysis was done through a constant comparative technique. The results indicates that diffusion innovation theory is used by provincial government to give digital public services. It means that the government is seeking people to adopt the use of information technology in the interaction with the government. Local and Provincial Government provides a media center for public services, which the public can access information and provide input to the government. Some of the challenges show that society is not fully ready to change from conventional public services to digital public services received from the government. There is a massive need to educate society while also providing free mobile internet services. Other than that, there is also a gap in internal governmental human resources skill and competences. As a solution to some of these problems, both DKI Jakarta and Surabaya Provincial Government need to apply information technology to achieve e-government and cyber city.