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Journal : INTERACTION Communication Studies Journal

Visual Communication in Opening Bumper Break Motion Graphic Design (Case Study at the International Conference on Safe Communities Event at Mahardhika Creative) Muhammad Ihza Bani; M Denu Poyo; Hanindyalaila Pienrasmi
Interaction Communication Studies Journal Vol. 2 No. 2 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/interaction.v2i2.4280

Abstract

This research discusses the visual communication involved in the International Conference on Safe Communities event at Mahardhika Creative. The problem raised in this research is how to visual communication in the Motion Graphic Opening Bumper Break (OBB) at the International Conference on Safe Communities at Mahardhika Creative. This research was conducted to find out more about the relationship and role of visual communication in the design of opening bumper break Motion Graphic. This research was conducted using a qualitative approach method. By using this approach, we are able to describe and describe the phenomena that occurred among Mahardhika Creative employees at the International Conference on Safe Communities event. This research was conducted in February 2025. Data collection was carried out by observation and interviews with informants who met the requirements for this research. The results that will be obtained in this research are the event background, the function of Motion Graphic and the opening bumper break in an event
Digital Communication Feedback in Customer Complaint Service (Study at Perumda AM Way Rilau Via Whatsapp Messages) Nabila, Hilla Cahya; Verawati, Noning; Pienrasmi, Hanindyalaila
Interaction Communication Studies Journal Vol. 2 No. 2 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/interaction.v2i2.4391

Abstract

This study aims to examine the form of digital communication feedback via WhatsApp used in customer complaint services at Perumda AM Way Rilau. The background of this study is based on the importance of maintaining the quality of public services and customer satisfaction, especially in the clean water provider sector. In today's digital era, WhatsApp is one of the most effective media in bridging two-way communication between companies and customers. This study uses a qualitative approach with participatory observation methods, in-depth interviews, and documentation. Informants in the study consisted of complaint service staff and customers who had submitted complaints via WhatsApp. The results of the study show that the forms of feedback used include positive, negative, and neutral feedback. WhatsApp is used as the main media, supported by an internal system called Pass System which helps the process of distributing and resolving complaints more efficiently and quickly. The communication applied reflects responsiveness, clarity of information, and empathy for customers.
Public Perception of Television News Coverage on the Vina Cirebon Case: A Case Study of TVOne Broadcasts in RT 006, Gunung Agung, Bandar Lampung Daniati, Rachma; Verawati, Noning; Pienrasmi, Hanindyalaila
Interaction Communication Studies Journal Vol. 2 No. 2 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/interaction.v2i2.4606

Abstract

This study examines the public perception of the news coverage regarding the Vina Cirebon case aired on TVOne. The case of Vina, a 16-year-old student from Cirebon, drew widespread attention after a film titled "Vina Sebelum 7 Hari" revived public discussion on the unresolved murder case. Using a qualitative approach, this study explores how viewers in RT 006 Gunung Agung interpreted and responded to TVOne’s coverage, including news programs and special segments like “Dua Sisi”. Data was gathered through interviews with selected informants using purposive sampling. The findings reveal that viewers formed both positive and negative perceptions. Positive responses include increased public awareness and caution regarding personal safety, while negative responses involve skepticism towards law enforcement and the legal system due to the prolonged nature and inconsistencies in the case handling. These findings suggest a need for more responsible media framing and for the public to maintain a critical but balanced view of media content.
The Social Reality of Korean Pop Culture Enthusiasts Among Teenagers in Bandar Lampung: A Case Study of Moments of Alwaysness (MOA) Community Simarmata, Enjel Karlelita; Hernawan , Wawan; Pienrasmi, Hanindyalaila
Interaction Communication Studies Journal Vol. 2 No. 2 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/interaction.v2i2.4713

Abstract

This study aims to explore the social reality of teenagers who are fans of Korean popular culture, particularly those involved in the Moments of Alwaysness (MOA) fandom community in Bandar Lampung. Using a qualitative approach and a case study method, the research focuses on how communication practices, group dynamics, and identity construction emerge within this fandom. The study employs five theoretical frameworks: social reality theory, representation theory, social identity theory, interpersonal communication theory, and group communication theory. Data were collected through in-depth interviews, participant observation, and documentation of social media interactions. The findings reveal that teenagers use K‑Pop fandom not only as a space for entertainment but also as a medium for identity exploration, social bonding, and self-expression, both online and offline. The community serves as a cultural and social platform where members internalize values, norms, and collective meanings, shaping a shared reality within the local context. This study contributes to a deeper understanding of youth behavior in the digital era and highlights how global popular culture influences local social dynamics among adolescents.
Hyperreality Phenomenon in Virtual Roleplay Games (Case Study on The Seasons Group) Alwan, Sheryl; Pienrasmi, Hanindyalaila; Poyo, Denu
Interaction Communication Studies Journal Vol. 2 No. 3 (2025): November
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/interaction.v2i3.4933

Abstract

The development of digital technology today has brought forth various new forms of entertainment that not only function as a means of relaxation, but also create alternative social spaces for their users. One form of digital entertainment that has become increasingly popular among young people is virtual roleplay. This activity involves roleplaying in a digital environment designed to closely resemble everyday reality, whether in terms of appearance, interaction, or social dynamics. The phenomenon of roleplay becomes even more intriguing because player involvement is not limited to entertainment alone, but also extends to the formation of identity, social relations, and even influences emotional life in the real world. This indicates that virtual spaces no longer merely serve as reflections of reality, but have transformed into alternative worlds that significantly shape how individuals perceive themselves and others. Based on this background, this study aims to examine the phenomenon of hyperreality experienced by members of the roleplay group The Seasons. Jean Baudrillard’s theory of simulacra and hyperreality is employed as the main analytical framework to explain how digital representations can transform into realities that are perceived as more authentic and meaningful than reality itself. To achieve this objective, a qualitative approach was applied with data collected through semi-structured interviews conducted both online and offline, direct observation of player activities, and documentation related to their interactions within the roleplay world as well as outside the game. The research subjects consist of group administrators as key informants, group members who are actively involved and exhibit signs of hyperreality as primary informants, and family or friends in the real world who serve as supporting informants. The collected data was analyzed through the stages of data reduction, data presentation, and conclusion drawing in order to obtain an in-depth understanding of the phenomenon under study. The findings indicate that the roleplay world within The Seasons group has reached the stage of the Third Order of Simulacra as explained by Jean Baudrillard. At this stage, representations no longer refer to real-world reality, but instead create a new reality that is fully lived by the players. The conclusion of this study emphasizes that roleplay is not merely a digital game, but has evolved into a genuine social space in which hyperreality fully operates in shaping identity construction, communication, and interpersonal relations. Thus, this research contributes academically to the understanding of digital simulation phenomena and enriches the study of the relevance of Baudrillard’s theory of simulacra and hyperreality to contemporary digital cultural practices.