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PREDICTING CORPORATE BANKRUPTCY IN INDONESIA'S TRANSPORTATION INDUSTRY Surwanti, Arni; Fauzi, Ramdan; Masruki, Rosnia
Jurnal Aplikasi Manajemen Vol. 20 No. 2 (2022)
Publisher : Universitas Brawijaya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jam.2022.020.02.06

Abstract

This study predicts the potential bankruptcy of transportation firms listed on the Indonesia Stock Exchange in 2014-2019. Three prediction models are modified Altman Z-score, Springate Score, and Zmijewski Score. This study also aims to determine the determinants of bankruptcy according to the three models. Archival techniques are used to collect data. Based on the modified Altman Z-score, 65 companies are in the potentially bankrupt category, while 39 companies are healthy. According to the model, the determinants of bankruptcy are profitability and market value. Based on the Springate model, there are 115 firms in the potentially bankrupt category and 17 companies in the healthy category. The determinants of bankruptcy are working capital, profitability, and activity. Zmijewski's model suggests that 111 firms are healthy and 21 are in the bankrupt category. It shows that profitability and solvency are significant predictors of bankruptcy. This paper is a compilation of the concerns surrounding corporate bankruptcy risk, issues that each company manager should be aware of to secure business continuity. Investors also need to consider this company's bankruptcy prediction analysis to determine investment choices. The government also needs to evaluate the policy for the transportation industry.
Komunikasi Interpersonal Game GTA V Roleplay Dalam Membangun Relationship Pertemanan Antar Pemain Putra, Agung Kuntala; Fauzi, Ramdan; Dean, Khansa Sajidah; Triwardhani, Ike Junita
Jurnal Ilmu Komunikasi Dan Media Sosial (JKOMDIS) Vol. 5 No. 2 (2025): Mei - Agustus
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jkomdis.v5i2.2771

Abstract

This study discusses interpersonal communication between players in the GTA V Roleplay game as a medium for forming friendships. In roleplay mode, players not only carry out missions, but also act as characters in a social simulation that resembles real life. With a qualitative approach and case study method, data were collected through observation and in-depth interviews with three active players. Joseph A. DeVito's (2011) interpersonal communication theory was used as an analytical framework, covering five dimensions: openness, empathy, support, positive attitude, and equality. The results of the study show that interactions in GTA V Roleplay form authentic social relations, even continuing outside the virtual world. Communication that occurs in the game creates emotional bonds and friendships that are equal, warm, and mutually supportive. In conclusion, online games are not only a means of entertainment, but also a social space that allows for meaningful interpersonal communication.