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Z’s Privacy Calculus on Using a Second Instagram Account Lutfi Kurniawan, Andika; Hidayanto, Syahrul
International Journal of Advanced Multidisciplinary Vol. 3 No. 2 (2024): International Journal of Advanced Multidisciplinary (July-September 2024)
Publisher : Green Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/ijam.v3i2.600

Abstract

This research aims to understand Gen Z's use of the privacy calculus on second Instagram accounts and discover what advantages and risks Instagram users gain from self-disclosure. This research uses a qualitative method with a descriptive approach. The author used a purposive sampling technique, where informants were determined deliberately based on criteria, namely Instagram users aged 11 - 24 years and from Jakarta. The data collection techniques used were interviews, observation, and documentation. Data analysis uses the Miles and Huberman model, which consists of data reduction, presentation, and conclusion. The results show that a second Instagram account can pose a greater risk than the benefits felt by the user, due to a lack of awareness regarding privacy uploads, so that privacy issues depend on the awareness and control of the account owner. Research still needs to be more extensive in generalizing data. For this reason, quantitative research related to themes is needed in the future. Instagram users can increase their awareness by expressing themselves through second accounts. Apart from that, researchers can also provide an overview of the benefits and risks obtained after disclosing themselves via a second Instagram account to provide advice regarding healthy use of social media. A second Instagram account can still pose a risk. However, many second Instagram account users are still active in using the second account. Several risks, namely security risk, stigma risk, and role risk. Meanwhile, the perceived benefits are self-expression, social validation, and relationship development.
The Influence of Emotional Intelligence on Toxic Behavior in Playing the Online Game Mobile Legends Sabilla Rosyad, Ridhia; Hidayanto, Syahrul
International Journal of Advanced Multidisciplinary Vol. 3 No. 2 (2024): International Journal of Advanced Multidisciplinary (July-September 2024)
Publisher : Green Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/ijam.v3i2.601

Abstract

This study aims to determine whether there is an influence of the emotional intelligence of vocational students on toxic behavior in playing mobile legends online games. This study used a survey method and data collection was carried out using questionnaires. The population in this study is students of SMK Karya Guna 2 Bekasi who play Mobile Legends online games for at least 1 year. The research sample was selected based on a purposive sampling technique with 94 respondents and using SPSS Version 25. The percentage of emotional intelligence results of SMK Karya Guna 2 Bekasi students is 80% to 68% and is in a strong category, (2) the results of the percentage of toxic behavior are 56% to 28% and are in the sufficient to the weak category, (3) Based on a simple linear regression test, there was a significant negative influence between emotional intelligence on toxic behavior with a regression coefficient value of -0.260 and was in the weak category with a value of -0.370. The research results are only an initial description of the phenomenon. More in-depth research and more comprehensive data collection techniques are needed. The higher the emotional intelligence that students have, the lower the toxic behavior carried out by students, conversely the higher the toxic behavior carried out by students, the lower the emotional intelligence that students have. Currently, emotional intelligence is very much needed in students. The current phenomenon is that many students engage in toxic behavior in the online game that is widely downloaded, namely Mobile Legends. Based on the literature review, there is a gap in the research theme of emotional intelligence towards toxic behavior.
Berbagi Foto Digital: Motif, Faktor Kepribadian, dan Komunikasi Termediasi Hidayanto, Syahrul; Zahra, Fina
ETTISAL : Journal of Communication Vol. 8 No. 2 (2023): ETTISAL : Journal of Communication
Publisher : Universitas Darussalam Gontor collaboration with ISKI (Ikatan Sarjana Ilmu Komunikasi Indo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/ejoc.v8i2.9311

Abstract

Media sosial saat ini menjadi platform berbagi foto digital yang diminati mayoritas pengguna internet di dunia. Tujuan diciptakannya media sosial adalah mulai dari sarana komunikasi hingga menjadi wadah untuk berbagi foto. Di media sosial, berbagi foto digital dianggap lebih efektif dalam mengekspresikan diri pengguna dibanding berbagi status lewat teks. Daya tangkap audiens media sosial lebih cepat ketika informasi disampaikan melalui foto digital. Penelitian ini bertujuan untuk memahami bagaimana motivasi pengguna membagikan foto digitalnya di media sosial dan faktor kepribadian yang melatar belakanginya. Berdasarkan kajian literatur, masih jarang dijumpai penelitian yang menghubungkan motivasi berbagi foto digital dengan kepribadian pengguna media sosial. Total empat informan terpilih setelah melalui proses pencarian dan seleksi berdasarkan kriteria. Penelitian ini menggunakan tiga metode pengumpulan data yaitu obeservasi tidak langsung, wawancara semi terstruktur, dan studi literatur. Data penelitian yang sudah terkumpul kemudian diberikan kode dengan tiga tahapan pengkodean yaitu open, axial, dan selective coding. Data hasil pengkodean selanjutnya dianalisis menggunakan analisis tematik. Berdasarkan hasil penelitian, motivasi memori, ekspresi diri, dan pemeliharaan hubungan adalah tiga motivasi teratas seseorang berbagi foto digitalnya di media sosial. Temuan lainnya adalah seseorang yang melakukan aktivitas berbagi foto digital biasanya memiliki karakteristik kepribadian extraversion, openness to experience, dan agreeableness dengan derajat yang cukup tinggi.  
Aksi Sosial Di Internet: Peran Social Media Influencer Sebagai Aktor Dalam Crowdfunding Di Media Sosial Syahrul Hidayanto; Ainun Zakiah Tofani; Andini Putri Pratiwi; Shafa Rahmah; Dairaby Alfurqaan; Paskalis Christian
Jurnal Komunikasi, Masyarakat dan Keamanan Vol. 4 No. 1 (2022): Maret 2022
Publisher : Fakultas Ilmu Komunikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/77rf2s68

Abstract

Penelitian ini bertujuan untuk memahami peran social media influencer sebagai aktor dalam crowdfunding di media sosial. Penelitian ini penting karena dapat memberikan gambaran bagaimana social media influencer memobilisasi penggemarnya untuk terlibat dalam aksi sosial dan menyukseskan kampanye crowdfunding. Crowdfunding telah bertranformasi ke banyak bentuk salah satunya adalah melalui ptlafrom digital seperti situs web atau media sosial. Eksistensinya semakin diperkuat berkat pengaruh dari social media influencer yang memiliki basis penggemar yang besar. Penelitian ini menggunakan metode unobtrusive observation yang dilakukan secara virtual dan studi literatur dengan pendekatan kualitatif. Hasil penelitian menunjukkan bahwa terdapat tiga elemen penting yang dapat menentukan kesuksesan crowdfunding yaitu komunikasi visual, motivasi, serta kepercayaan dan transparansi. Crowdfunding dapat dikatakan sukses jika penggalang dana (fundraiser) sebagai aktor yang beperan dalam crowdfunding dapat memenuhi ketiga elemen tersebut. Dalam kasus penelitian ini, subjek penelitian yaitu social media influencer yang berperan sebagai penggalang dana mampu menjalankan perannya dengan baik. Media sosial secara maksimal dimanfaatkan sebagai tempat untuk membangun dan meningkatkan awareness kampanye crowdfunding lewat komunikasi visual, berinteraksi dengan penderma, dan sebagai tempat untuk memberikan informasi terbaru terkait realisasi crowdfunding.
Fanatisme Pemain Gim Mobile Legends pada Komunitas Kasino Squad Shandi, Kevin January; Hidayanto, Syahrul
Jurnal Pustaka Komunikasi Vol 7, No 2 (2024): Accredited by Kemendikbud Dikti SK No. 79/E/KPT/2023
Publisher : Universitas Prof. Dr. Moestopo (Beragama)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32509/pustakom.v7i2.3922

Abstract

Mobile Legends is the most popular game in Indonesia currently. Its popularity then gave birth to many communities of online game lovers, one of which is the Casino Squad community. Researchers assume that several members of the Casino Squad have been identified as having fanaticism such as flaming, excessive enthusiasm, and a sense of emotional attachment and love that lasts for a long time. They show this fanaticism when playing the game Mobile Legends. This research aims to determine the forms of fanaticism in the online game players Mobile Legends and to find out the factors that cause fanaticism in the online game players Mobile Legends. This research uses a descriptive qualitative method by selecting members of the Casino Squad community as informants who are considered to have fanaticism. The research results show that online game players among members of the Casino Squad community have forms of fanaticism such as excessive playing time, excessive top ups for gacha skins and skipping school to play the Mobile Legends game. Then, the factors that cause members of the Casino Squad community to become fanatics of Mobile Legends include the game being easy to play, earning money and self-actualization
Bijak Bermedia Sosial untuk Stabilitas Kesehatan Mental Remaja Syahrul Hidayanto; Annisa Eka Syafrina; Imaddudin Imaddudin
Jurnal Pengabdian Masyarakat: Pemberdayaan, Inovasi dan Perubahan Vol 4, No 4 (2024): JPM: Pemberdayaan, Inovasi dan Perubahan
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpm.v4i4.769

Abstract

The main objective of implementing this community service program is to increase adolescents' awareness and understanding of the healthy and responsible use of social media. The method used was interactive training that included material presentation, discussion, and practical activities. The results of this program showed a significant increase in participants' understanding of the limits of social media use, emotional management, and strategies to deal with negative impacts such as Fear of Missing Out (FOMO). In conclusion, the training successfully provided the necessary insights and tools for adolescents to use social media wisely, supporting their mental health stability.ABSTRAKTujuan utama dari pelaksanaan program pengabdian masyarakat ini adalah untuk meningkatkan kesadaran dan pemahaman remaja tentang penggunaan media sosial yang sehat dan bertanggung jawab. Metode yang digunakan adalah pelatihan interaktif yang mencakup penyajian materi, diskusi, dan kegiatan praktik. Hasil dari program ini menunjukkan peningkatan signifikan dalam pemahaman peserta mengenai batasan penggunaan media sosial, manajemen emosional, dan strategi menghadapi dampak negatif seperti Fear of Missing Out (FOMO). Kesimpulannya, pelatihan berhasil memberikan wawasan dan alat-alat yang diperlukan bagi remaja untuk menggunakan media sosial dengan bijak, mendukung stabilitas kesehatan mental mereka.
Strategi Digital Branding pada Startup Social Crowdfunding (Studi Kasus pada Kitabisa.com) Syahrul Hidayanto; Ishadi Soetopo Kartosapoetro
KOMUNIKATIF : Jurnal Ilmiah Komunikasi Vol. 9 No. 1 (2020)
Publisher : Fakultas Ilmu Komunikasi UKWMS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/jk.v9i1.2259

Abstract

The era where information can be accessed quickly and flexibly presents its own challenges for startup branding in the crowdfunding sector. Kitabisa.com as the most popular crowdfunding platform in Indonesia certainly becomes an example in terms of digital branding strategies for other startups working in the same sector. This study aims to find out how digital branding strategies are in social crowdfunding startups in the industrial era 4.0. This study uses a qualitative approach in gaining a broad and deep understanding of digital branding strategies in social crowdfunding startups. The chosen research strategy is a case study. Based on the literature review that has been done, this research is the first in Indonesia that focuses on raising the theme of digital branding on social crowdfunding startups. The results show that Kitabisa.com has built its brand based on market insights, which contributes to its current success with a strong internal communication strategy along with consistent external communication. For brands to remain relevant and active, branding must be seen as an ongoing process that requires continuous adjustments through media monitoring and reacting to negative issues that can weaken the company's position.
Sharenting and Digital Reputation: Pengaruh Sharenting Terhadap Presentasi Diri Orang Tua Milenial Di Media Sosial Syahrul Hidayanto
KOMUNIKATIF : Jurnal Ilmiah Komunikasi Vol. 13 No. 1 (2024)
Publisher : Fakultas Ilmu Komunikasi UKWMS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/jk.v13i1.5537

Abstract

Sharenting has now become a global trend on social media. The phenomenon that we can see in Indonesia is that many social media users who are millennial parents share content about their children's activities on social media. Sharenting is also considered a place for millennial parents to build their digital reputation. This research aims to prove the influence of sharenting on millennial parents' self-presentation on social media. The right approach to help researchers answer this research question is through a quantitative approach. Data collection techniques use online surveys distributed through advertising features on the Facebook platform. After filtering the online questionnaire data, the total number of respondents taken was 518 respondents. All respondents met the respondent criteria, namely millennial parents (age range 24-39 years), regularly sharing their children's activities on social media, and active users of popular social media. The research hypothesis will be tested using regression tests, correlation tests, partial tests (t), and simultaneous tests (f). The measurement method uses a Likert scale. Meanwhile, the data's validity was tested using validity and reliability tests. The research results prove a significant influence of sharenting activities on the self-presentation of millennial parents on social media. The relationship between the two variables is also stated to be positive. Then, the strength of the two variable relationships enters into a strong correlation. From the calculation results, the higher the sharenting, the higher the self-presentation. In the context of self-presentation, millennial parents use sharenting to display positive aspects of their lives, especially related to family life and their role as modern parents. For millennial parents, self-presentation on social media can also affect their reputation in the online environment. By building a positive image as caring and involved parents, they can strengthen their social connections and expand their support network online.ABSTRAKSharenting saat ini telah menjadi tren di media sosial yang mendunia. Fenomena yang dapat kita lihat di Indonesia adalah banyak pengguna media sosial yang notabene adalah orang tua milenial, membagikan konten tentang aktivitas anak-anak mereka di media sosial. Sharenting juga diasumsikan menjadi ajang orang tua milenial membangun reputasi digital mereka. Penelitian ini bertujuan untuk membuktikan adanya pengaruh sharenting terhadap presentasi diri orang tua milenial di media sosial. Pendekatan yang tepat untuk membantu peneliti menjawab pertanyaan penelitian ini adalah melalui pendekatan kuantitatif. Teknik pengumpulan data menggunakan survei secara daring yang didistribusikan melalui fitur iklan pada platform Facebook. Setelah dilakukan penyaringan data kuesioner daring, total responden yang diambil adalah 518 responden. Seluruh responden yang diambil telah memenuhi kriteria responden yaitu orang tua milenial (range usia 24-39 tahun), rutin membagikan aktivitas anaknya ke media sosial, dan pengguna aktif media sosial populer. Hipotesis penelitian akan diuji dengan uji regresi, uji korelasi, uji parsial (t), dan uji simultan (f). Metode pengukuran menggunakan skala likert. Sementara itu, uji keabsahan data dilakukan dengan uji validitas dan reliabilitas. Hasil penelitian membuktikan bahwa terdapat pengaruh yang signifikan aktivitas sharenting terhadap presentasi diri orang tua milenial di media sosial. Hubungan diantara kedua variabel juga dinyatakan positif. Kemudian, kekuatan kedua hubungan variabel masuk ke dalam korelasi kuat. Dari hasil penghitungan, dapat disimpulkan bahwa, semakin tinggi sharenting maka semakin tinggi pula presentasi diri. Dalam konteks presentasi diri, orang tua milenial menggunakan sharenting untuk menampilkan aspek-aspek positif dari kehidupan mereka, terutama berkaitan dengan kehidupan keluarga dan peran mereka sebagai orang tua modern. Bagi orang tua milenial, presentasi diri di media sosial juga dapat mempengaruhi reputasi mereka dalam lingkungan daring. Dengan membangun citra positif sebagai orang tua yang peduli dan terlibat, mereka dapat memperkuat koneksi sosial mereka dan memperluas jaringan dukungan mereka di dunia maya.
Analisis Perilaku Komunikasi Narsistik pada Pemain Gim Mobile Legends Profesional di Kota Bekasi Aufar, Kevatama Bent; Hidayanto, Syahrul
Public Sphere: Jurnal Sosial Politik, Pemerintahan dan Hukum Vol 4, No 2 (2025): JPS (Jurnal Sosial Politik, Pemerintahan dan Hukum)
Publisher : CV Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jps.v4i2.1723

Abstract

This research aims to understand narcissistic communication behavior in professional Mobile Legends game players in Bekasi City. Narcissism is often found in people who over-glorify things that some think are normal. Apart from being often found in artists, this phenomenon can also be seen in professional gamers just starting their careers. In Indonesia, there are many professional gamers, but the main topic of conversation in the gaming industry is Mobile Legends gamers. Researchers used a qualitative research approach with data collection techniques: observation, interviews, and documentation. Based on the results of research data processing, narcissistic communication behavior was found in LVo team members. Symptoms of narcissistic communication behavior include showing off one's skills to the opposing team, praising one's greatness, considering them unique, uploading successes on status on social media, and claiming to master the game because of high-flying hours. The impact of narcissistic communication behavior on professional gaming teams is tarnishing the good name of the team, coach, and team members. Then, it will be difficult for the team to get sponsors because the team often loses in tournaments, and one of the members is known to have a bad attitude. Not only that, narcissistic communication behavior can also affect team dynamics, including interactions between team members and overall team performance. Narcissistic has effect on professional gamers such as selfish decision making, dominance in conversations and decision-making, lack of empathy, and unprofessionalism.ABSTRAKPenelitian ini bertujuan untuk memahami perilaku komunikasi narsistik pada pemain gim Mobile Legends profesional di Kota Bekasi. Narsistik sering dijumpai pada orang-orang yang mengglorifikasi sesuatu secara berlebihan, yang menurut anggapan sebagian orang biasa saja. Selain sering dijumpai pada artis, fenomena ini juga dapat dilihat pada pemain gim profesional yang masih baru merintis karirnya. Di Indonesia ada banyak sekali pemain gim profesional, namun yang saat ini menjadi topik perbincangan utama dalam industri gim adalah pemain gim Mobile Legends. Peneliti menggunakan pendekatan penelitian yaitu kualitatif dengan teknik pengumpulan data adalah observasi, wawancara, dan dokumentasi. Berdasarkan hasil olah data penelitian, perilaku komunikasi narsistik ditemukan pada anggota tim LVo. Bentuk dari perilaku komunikasi narsistik yang diketahui adalah melakukan pamer keahlian kepada tim lawan, memuji kehebatan diri sendiri, menganggap mereka spesial, mengunggah kesuksesan pada status di media sosial, dan mengklaim menguasai permainan karena jam terbang yang tinggi. Dampak perilaku komunikasi narsistik pada tim gim profesional seperti tercorengnya nama baik tim, pelatih, dan anggota tim. Kemudian, tim akan sulit mendapatkan sponsor karena tim sering mengalami kekalahan dalam turnamen dan salah satu anggota dikenal memiliki attitude yang buruk. Tidak hanya itu, perilaku komunikasi narsistik juga dapat memengaruhi dinamika tim, termasuk interaksi antar anggota tim dan performa tim secara keseluruhan. Narsisme memiliki efek terhadap pemain gim profesional seperti dalam pengambilan keputusan yang egois, dominasi dalam percakapan dan pengambilan keputusan, kurang empati, dan tidak profesional.
Pelepasan Moral pada Generasi Z Pemain Gim Genre Battle Royale di Dalam Gameplay (Studi pada Pemain PUBG Mobile di Kota Bekasi) Susanto, Dwiky Nurrochman; Hidayanto, Syahrul
Public Sphere: Jurnal Sosial Politik, Pemerintahan dan Hukum Vol 4, No 2 (2025): JPS (Jurnal Sosial Politik, Pemerintahan dan Hukum)
Publisher : CV Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jps.v4i2.1726

Abstract

Online battle royale genre games such as PUBG Mobile are popular among Generation Z because they offer a competitive and social experience. However, they also encourage the emergence of moral disengagement behavior, such as verbal violence and indifferent actions. This phenomenon is important to study because it can affect the moral perception of players, especially in Bekasi City, which has a high level of online game participation among the younger generation. The qualitative descriptive method was chosen to understand and describe the phenomenon or context in depth. The researcher describes the study's results by conducting interviews with informants considered to have the criteria needed in the study. In addition, observation and documentation collection techniques were also carried out to complete the research data. The research informants were selected intentionally (purposive sampling). An interesting research finding related to moral disengagement in PUBG Mobile is that when female players are targeted for moral disengagement by other players, they tend to be silent and do not choose to fight back. In addition, the frequency of female Generation Z PUBG Mobile players committing moral disengagement also tends to be lower than male players. However, this does not apply to male PUBG Mobile players. When someone commits verbal violence against them, they will fight back and retaliate harder. Moral disengagement in gameplay is also generally carried out by male PUBG Mobile players. The basic moral disengagement factors are competitive game types, in-game interactions, low moral education, attention-seeking, and lack of empathy. Meanwhile, the forms of moral disengagement found in this study are, cursing fellow players, normalizing discrimination against female players, and arguing. Third, the forms of moral disengagement above, if borrowing the term coined by Bandura, are called dehumanization, where individuals consider other individuals as worthless entities, making them vulnerable to violating ethics or morals without a strong moral filter.ABSTRAKGim daring genre battle royale seperti PUBG Mobile populer di kalangan Generasi Z karena menawarkan pengalaman kompetitif dan sosial, namun juga mendorong munculnya perilaku pelepasan moral seperti kekerasan verbal dan tindakan acuh tak acuh. Fenomena ini penting diteliti karena dapat memengaruhi persepsi moral pemain, khususnya di Kota Bekasi yang memiliki tingkat partisipasi gim daring tinggi di kalangan generasi muda. Metode deskriptif kualitatif dipilih dengan tujuan memahami dan menggambarkan fenomena atau konteks secara mendalam. Peneliti menguraikan hasil penelitian dengan melakukan wawancara bersama informan yang dianggap memiliki kriteria yang dibutuhkan dalam penelitian. Selain itu, teknik pengumpulan observasi dan dokumentasi juga dilakukan untuk melengkapi data-data penelitian informan penelitian dipilih secara sengaja (pusposive sampling). Temuan penelitian yang menarik terkait pelepasan moral dalam PUBG Mobile adalah ketika pemain perempuan menjadi sasaran pelepasan moral oleh pemain lain, mereka biasanya cenderung diam dan tidak memilih untuk melawan balik. Selain itu frekuensi pemain Generasi Z PUBG Mobile perempuan melakukan pelepasan moral juga cenderung rendah dibandingkan dengan pemain laki-laki. Namun, ini tidak berlaku pada pemain PUBG Mobile laki-laki. Ketika ada yang melakukan kekerasan verbal terhadapnya, mereka akan melawan balik dan membalasnya lebih keras. Pelepasan moral di dalam gameplay juga umumnya dilakukan pemain PUBG Mobile laki-laki. Adapun faktor-faktor dasar pelepasan moral yaitu jenis gim yang kompetitif, interaksi dalam gim, rendahnya pendidikan moral, mencari perhatian, dan kurangnya rasa empati. Sedangkan, bentuk-bentuk pelepasan moral yang ditemukan dalam penelitian ini yaitu, memaki sesama pemain, menormalisasi diskriminasi terhadap pemain perempuan, dan debat kusir. Ketiga, bentuk-bentuk pelepasan moral di atas, jika meminjam istilah yang dicetuskan oleh Bandura, disebut sebagai dehumanisasi yaitu di mana individu menganggap individu lain sebagai entitas yang tidak berharga, yang membuatnya rentan melanggar etika atau moral tanpa filter moral yang kuat.