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Journal : PROPAGANDA

Radikalisme dalam Media Sosial sebagai Tantangan di Era Globalisasi Jeanie Annissa; Ricky Widyananda Putra
PROPAGANDA Vol 1 No 2 (2021): PROPAGANDA: Jurnal Ilmu Komunikasi
Publisher : Neolectura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37010/prop.v1i2.279

Abstract

This research discusses the spread of radicalism through social media as a challenge in the era of globalization. Social media as a new communication platform in the era of globalization that provides a variety of information and easy access for radical movement groups to spread understanding and shape public opinion in society. The rise of radical content through social media can be a challenge for the state to create state unity and minimize conflicts between siblings. This study uses a qualitative method with a descriptive analytical approach and uses secondary data collection techniques. The results of this study indicate that social media can be a means for spreading radicalism content and influencing mindsets and values even though it is only through private spaces. In addition, to face the challenges of globalization that arise due to the wide influence of information, there must be optimization of the role of the state, such as efforts to implement a hybrid government model and implement social control in the community in contributing to maintaining community unity.
Analisis Resepsi Pemain dalam Video Game “Among Us” Ricky Widyananda Putra; Jeanie Annissa
PROPAGANDA Vol 2 No 1 (2022): PROPAGANDA: Jurnal Ilmu Komunikasi
Publisher : Neolectura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37010/prop.v2i1.455

Abstract

Game is an entertainment facility that contains games using electronic devices which involve players who make decisions through control of game objects for certain purposes, known as users. The game growth industry has developed especially in a variety of types of games which include Maze Game, Board Game, Card Game, Battle Card Game, Quiz Game, Puzzle Game, Shooting Game, First Person Shooting (FPS), Side Scrolling Game, Fighting Game , Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventures Game, Sport Game, and Edutainment Game. In Indonesia itself, there are a variety of online games that have sprung up, among the many types of online games that are currently being talked about is the "Among Us" game. In the process of designing and developing the concept of a game, it is very important to get to know the user who is expected to be able to play the designed game. So that it can be seen the user's process in interpreting a game, this can be explored with various approaches, one of which is using reception analysis theory. Reception Study (study of acceptance) is one that develops in cultural studies, which focuses on messages or communication discourses and has implications for audiences. In this study, the game "Among Us" contained a narrative or storyline that was presented as well as a visualization of the character design of this game. The goal to be achieved in this research is to find out the meaning of players towards the Among Us game by using a Reception Study (acceptance study) which will focus on interpretive meanings and experiences of users or game users in interacting with game media.