Diah Meitikasari
Institut Agama Islam Negeri (IAIN) Syaikh Abdurrahman Siddik Bangka Belitung

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Rekognisi Axel Honneth: Gramatika Moral Bagi Defisit Rasionalitas Beragama Diah Meitikasari; Oktarizal Drianus
Jaqfi: Jurnal Aqidah dan Filsafat Islam Vol 6, No 1 (2021)
Publisher : Jurusan Aqidah dan Filsafat Islam Universitas Negri Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (473.159 KB) | DOI: 10.15575/jaqfi.v6i1.11905

Abstract

This paper aims to explore Axel Honneth's thoughts on recognition. This is considered important that today, religious moderation is expected to be a mode of living together that able to reconstructs a just and rational moral grammar, instead of falling into a deficit of rationality. This paper uses a literature study approach with the main source of Honneth's work, The Struggle for Recognition: Moral Grammar for Social Conflict. Several points were learned, namely: 1) recognition for Honneth is a normative basis for recognition and social struggle that eliminates all forms of disrespect; 2) Honneth's Recognition manifests in three domains: love, rights, and solidarity; 3) Mutual relations in three domains which are basic self-confidence, self-respect, and self-esteem; 4) Honneth's recognition can be a moral grammar for religious moderation efforts in Indonesia.
HYPERREALITY GAME ONLINE MENJERUMUSKAN GAMER MENJADI HYPER-LIFE? Diah Meitikasari
Sosioglobal Vol 6, No 2 (2022): Sosioglobal: Jurnal Pemikiran dan Penelitian Sosiologi
Publisher : Department of Sociology, Faculty of Social and Political Science, Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/jsg.v6i2.33664

Abstract

This paper aims to explore Jean Baudrillard's thoughts on hyperreality theory which is used as a tool to examine the phenomenon of gamer hyperreality. According to the author, this is important considering the growing online game and its impact not only on social but also on the death of its players. This paper uses a literature study approach with the main source of the work of Jean Baudrillard. This paper concludes that: first, online games are a tangible form for gamers. Second, humans as a concrete form have become abstract as a result of online games. Third, games are algorithm manipulation, and this is what causes gamers to become addicted to playing online games. Fourth, hyperreality gives birth to hyperlife for gamers so that they have neglected social responsibilities.Keywords: Hyperreality, game online, gamer, hyperlife
HEGEMONIC MASCULINITY: Wacana Relasi Gender dalam Tinjauan Psikologi Sosial Oktarizal Drianus; Diah Meitikasari; Rusdian Dinata
Psychosophia: Journal of Psychology, Religion, and Humanity Vol 1 No 1 (2019): Psychology, Islam, & Global Issues: Research, Approach and Method
Publisher : Department of Islamic Psychology, Institut Agama Islam Negeri Syaikh Abdurrahman Siddik Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (612.799 KB) | DOI: 10.32923/psc.v1i1.867

Abstract

Today, the world is languishing in a patriarchal structure. This patriarchal domination not only harms women, but also men, children, the elderly, and marginalized groups. Gender mainstreaming extends its studies not only to femininity but to parenting (motherhood and fatherhood), early childhood. In addition, gender also extends to the realm of masculinity or male studies. In this case, the psychology of gender underlines this phenomenon with hegemonic masculinity discourse. Masculinity is seen from the dominance of the spaces of life both public and private. This paper examines the ideology of hegemonic masculinity as the most desirable theoretical response to Critical Men Studies (CSM). This elaboration of the Hegemonic Masculinity concept is useful as a 'binocular tool' that is operational for empirical studies of masculinity.