Djoko Setyabudi
Jurusan Ilmu Komunikasi, Fakultas Ilmu Sosial Dan Ilmu Politik, Universitas Diponegoro

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HUBUNGAN TERPAAN IKLAN GAME ONLINE MOBILE LEGENDS DAN INTENSITAS MIKROTRANSAKSI DENGAN TINGKAT KEANDUAN GAME ONLINE PADA GAMERS REMAJA Salman Al Farisi, Muhammad; Setyabudi, Djoko; Bayu Widagdo, Muhammad
Interaksi Online Vol 12, No 1: Januari 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Mobile Legends merupakan salah satu game online paling populer di Indonesia. Moonton selakupihak developer yang berasal dari Shanghai China, mulai melebarkan sayapnya ke Indonesia pada11 Juli 2016. Mobile Legends berkembang dengan begitu cepat, jumlah pengguna setiap tahunnyaselalu mengalami peningkatan, terdapat sebanyak 80 juta pengguna setiap bulannya sepanjangtahun 2022. Salah satu hal yang membuat Mobile Legends berkembang begitu cepat ialah strategiberiklan yang dilakukan oleh Moonton. Di sisi lain, pada tahun 2022 Moonton meraup keuntungansebanyak 13,2 juta USD dari belanja pemain, meningkat 1,5 persen dari tahun sebelumnya. Sekitar35,8 persen keuntungan di Asia Tenggara berasal dari Indonesia. Data tersebut menunjukkanbegitu masifnya pengguna melakukan aktivitas Mikrotransaksi. Maka dari itu, penelitian inimemiliki tujuan untuk mengetahui Hubungan antara Terpaan Iklan Mobile Legends dan IntensitasMikrotransaksi dengan Tingkat Kecanduan Game Online pada Gamers Remaja. Sampel yangditetapkan berjumlah 100 responden dengan kriteria usia 15-21 tahun yang aktif bermain MobileLegends dan berdomisili di Semarang. Penelitian ini menggunakan non-probability samplingdengan teknik pengambilan purposive sampling. Penelitian ini menunjukkan hasil nilaisignifikansi antara Terpaan Iklan Mobile Legends terhadap tingkat kecanduan game online padagamers remaja sebesar 0.020. hasil tersebut dikatakan signifikan jika hasil yang didapatkanmemiliki nilai signifikansi <0.05 dan nilai koefisien korelasi Kendall Tau-B sebesar 0.190 yangberarti kedua variabel tersebut memiliki hubungan yang sangat lemah dan mengarah positif.Artinya, semakin tinggi gamers remaja terpapar paparan iklan Mobile Legends, maka tingkatkecanduan game online pada gamers remaja juga mengalami peningkatan. Kemudian, dalam ujikorelasi hipotesis kedua, terdapat hubungan positif antara Intensitas Mikrotransaksi terhadaptingkat kecanduan game online pada gamers remaja menunjukkan nilai signifikansi sebesar 0.016.Hasil tersebut juga menunjukkan signifikan dan nilai koefisien korelasi Kendall Tau-B sebesar0.209 yang artinya kedua variabel tersebut memiliki hubungan yang lemah dan mengarah positif.Artinya, jika aktivitas Mikrotransaksi yang dilakukan oleh gamers remaja mengalami peningkatan,maka tingkat kecanduan game online pada gamers remaja juga mengalami peningkatan. 
HUBUNGAN TERPAAN INFORMASI TENTANG ETIKA DIGITAL DAN KOMPETENSI DIGITAL TERHADAP PERILAKU BERMEDIA SOSIAL Hanan Hauzan, Muhammad; Naryoso, Agus; Setyabudi, Djoko
Interaksi Online Vol 12, No 4: Oktober 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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This study aims to identify and explain the relationship between exposure to information on digital ethics and digital competence on social media behavior. The method used is a quantitative explanatory approach with a population of individuals participating in the "Indonesia Makin Cakap Digital" program through event.literasidigital.id and who are social media users. The results indicate that exposure to information on digital ethics and social media behavior have a significant relationship, with a very weak and positive correlation. Based on the research findings, it can be concluded that exposure to information on digital ethics is a more important factor influencing social media behavior compared to digital competence. Therefore, Indonesia needs to implement digital ethics development programs to enhance positive behavior on social media.
ANALISIS RESEPSI PENGALAMAN PENGGUNA NON- PREMIUM MENDENGARKAN IKLAN DENGAN FEAR APPEALS SPOTIFY Rezky Utami, Nofiyanti; Surayya Ulfa, Nurist; Setyabudi, Djoko
Interaksi Online Vol 12, No 3: Juli 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Indonesian people are known for their high interest in consuming horror content through various media platforms, including films, true stories, horror literature, and podcasts. According to a 2023 Jakpat survey, interest in horror content among Indonesians stands at 50%. Spotify has leveraged this interest in its communication strategy by employing a fear appeal in advertisements with a unique approach. However, these ads do not consistently translate into purchases and have generated negative feedback on social media. This study investigates how users perceive these horror podcast advertisements. In-depth interviews were conducted with five Spotify users who had listened to horror podcast ads within the past three months. The study aims to identify social, individual, and situational factors influencing the reception offear appeal ads. Findingsreveal a diverse range of userresponses shaped by these factors. Comparative analysis with preferred readings of podcast ads highlights users' reception positions, with many occupying the Negotiated-Oppositional position. This study underscores users' ability to articulate varied responses influenced by social, individual, and situational dynamics, thus illustrating the limited efficacy of Spotify's fear appeal strategy. Recommendations include personalizing ads according to user preferences to enhance effectiveness.
Hubungan Terpaan Iklan Pada Akun Instagram @bukalapak dan Online Customer Review dengan Keputusan Pembelian Online di Bukalapak Raihan Wiguna, Ilham; Setyabudi, Djoko; Surayya Ulfa, Nurist
Interaksi Online Vol 12, No 3: Juli 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Bukalapak is one of Indonesia's leading local marketplaces, facilitating online transactions for millions of sellers and buyers. The company actively engages in marketing activities through Instagram ads to attract target consumers and encourage purchase decisions. Additionally, online customer reviews (OCR) are crucial for potential buyers in marketplace. The research problem is the relationship between Instagram ads and OCR with online purchase decisions at Bukalapak. This study uses a quantitative explanatory approach. The study aims to determine the relationship between Instagram ads on @bukalapak and OCR with online purchase decisions at Bukalapak. The theories used are strong advertising theory and Buyer Information Environment Theory. The sample consists of 100 respondents aged 16-64 who have been exposed to ads on Instagram @bukalapak and have seen OCR on Bukalapak from March to April 2024. The sampling technique used is nonprobability sampling, and data analysis is conducted using Kendall's Tau B test. The results show a positive relationship between Instagram ads on @bukalapak and online purchase decisions at Bukalapak, with a significance value of 0.000. Additionally, the relationship between OCR and online purchase decisions at Bukalapak is also significant, with a significance value of 0.000. The conclusion is that both Instagram ads on @bukalapak and OCR have a relationship with online purchase decisions at Bukalapak.
Pengaruh Intensitas Komunikasi Interpersonal Pelatih Dengan Atlet dan Motivasi Berprestasi Terhadap Performa Atlet Anisa Dyah Permata, Cindy; Setyabudi, Djoko; Surayya Ulfa, Nurist
Interaksi Online Vol 12, No 2: April 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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The low performance of athletes causes the achievements obtained are not maximized according to the target. In the shorinji kempo sport in Central Java. Experiencing a decline in achievement since the last few years, this is due to the low performance of athletes. This study aims to determine whether there is an effect of the coach's interpersonal communication intensity with athletes and the athlete's achievement motivation on athlete performance. The research method used is explanatory quantitative. Data collection using an online questionnaire distributed to 60 Central Java shorinji kempo athletes. The theories used in this study are social exchange theory and achievement motivation theory. The results of this study indicate that the hypothesis test of the intensity of the coach's interpersonal communication with athletes on athlete performance produces a sig. value. < 0.05, which is 0.00 < 0.05 and the R square value is 22.2%. Meanwhile, achievement motivation on athlete performance produces a sig value. < 0.05, which is as large as 0.00 < 0.05 and the R square value is 24.7%. So it can be said that there is an influence of the intensity of interpersonal communication between coaches and athletes (X1) on athlete performance (Y), and there is an influence of achievement motivation (X2) on athlete performance (Y). Suggestions from this study, coaches and athletes can further increase the attention given to each other when communicating, then the coach can convey references and input to athletes to increase athlete performance
PENGALAMAN POSITIF INTERAKSI KOMUNITAS GAME ONLINE DAN ARTI PENTINGNYA DALAM MENINGKATKAN KOMPETENSI SOSIAL OFFLINE PADA REMAJA Helmi Bayuputra, Rafli; Surayya Ulfa, Nurist; Setyabudi, Djoko
Interaksi Online Vol 12, No 4: Oktober 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Online games are an important part of the lives of Indonesian teenagers today. This research also shows that online games have a positive effect also in the aspect of friendship, this cannot be separated from the sharpening of social interactions so that they can provide important meaning to teenagers' social competence. This research uses the Miles and Huberman model. The results of the research show that the social skills model, appreciation/giving rewards, social intelligence and problem solving, assertiveness, non-verbal and verbal communication and personal perception are included in the Interaction-Process Analysis theory by Robert Bales in Little John (1983), namely social interaction and individual roles. In this theory of social interaction, it emphasizes how important it is to understand the dynamics of social interaction. Meanwhile, the Personal Perception aspect was included in Robert Bales in Little John (1983), namely individual interaction. This theory highlights the role of individuals in social interactions. In the context of research, researchers can explore the roles played by online game players in their games and how these roles can influence their interactions outside the game or in their real lives as teenagers
PENGARUH CITRA MEREK DAN TERPAAN IKLAN MEDIA LUAR RUANG GOJEK TERHADAP TINGKAT AWARENESS GOJEK DI MAHASISWA UNDIP Rahmadianto, Rizky; Luqman, Yanuar; Setyabudi, Djoko
Interaksi Online Vol 12, No 3: Juli 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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This research aims to examine and understand the influence of Gojek's brand image and outdoor media exposure on the level of Gojek awareness among students of Diponegoro University (Undip). The research method utilizes an explanatory quantitative approach with the population of individual Gojek application users and active Undip students. A sample of 124 people was selected using nonprobability sampling techniques, and primary data was collected through questionnaires. Data analysis employed simple linearregression to measure the relationship between brand image, outdoor media exposure, and Gojek awareness level among Undip students. In conclusion, this research has successfully demonstrated the significant influence of Gojek'sbrand image and outdoor media exposure on the level of Gojek awareness among Undip students. The research findings, with significance values in the simple linearregression test of 0.030 and <0.01 for each variable, underscore the importance of brand image and outdoor advertising exposure in shaping Gojek awareness among Undip students. Therefore, it is recommended that Gojek enhance its outdoor media exposure to improve its brand image andGojek awareness among Undip students
PENGARUH TERPAAN SALES PROMOTION SHOPEE DAN INTENSITAS KOMUNIKASI PEER GROUP TERHADAP PERILAKU IMPULSE BUYING PRODUK FASHION DI PLATFORM SHOPEE PADA GEN Z DI KOTA SEMARANG Febriandani, Anisa; Setyabudi, Djoko; Pradekso, Tandiyo
Interaksi Online Vol 12, No 3: Juli 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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The surge in purchasing Gen Z fashion products is evidenced by Gen Z holding the highest rank in fashion transactions on e-commerce platforms. These purchases often lead to impulse buying behavior. From a consumer perspective, impulse buying is viewed negatively, yet it positively impacts sellers. Accordingly, fashion stores strive to enhance impulse buying through marketing strategies, including increased exposure to sales promotions and intensified peer group communication. By using this strategy, ideally it can be effective in encouraging impulse buying behavior, but in reality the widespread exposure to sales promotions and peer group communication has not consistently driven impulse buying. This study aims to investigate the influence of Shopee's sales promotion exposure and peer group communication intensity on impulse buying behavior of fashion products among Gen Z on the Shopee platform in Semarang. The research builds on previous studies, using simple linear regression analysis with non-probability convenience sampling of 100 participants aged 18-26 years in Semarang. The hypothesis results show that there is no effect of exposure sales promotion Shopee towards impulse buying behavior fashion product Shopee for Gen Z in the city of Semarang with a sig value. amounting to 0.399. Meanwhile, regarding the intensity of communication peer group there is influence with behavior impulse buying product fashion Shopee for Gen Z in the city of Semarang with a sig value of 0.019.
PENGARUH TERPAAN KOMUNIKASI PEMASARAN MEDIA SOSIAL DAN CITRA MEREK TERHADAP MINAT MENGGUNAKAN DOMPET DIGITAL DANA Afi Sultan Ramadhan, Muhammad; Setyabudi, Djoko; Ratri Rahmiaji, Lintang
Interaksi Online Vol 12, No 1: Januari 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Penelitian ini bertujuan untuk mengetahui dan menjelaskan pengaruh terpaan komunikasi pemasaran media sosial dan citra merek terhadap minat menggunakan dompet digital Dana. Metode penelitian menggunakan pendekatan kuantitatif eksplanatori dengan populasi individu pengguna dompet digital Dana berusia 17-34 tahun di Kota Semarang. Sampel sebanyak 100 responden dipilih dengan teknik nonprobability sampling, dan data primer dikumpulkan melalui kuesioner. Analisis data menggunakan regresi linier sederhana untuk mengukur hubungan antara terpaan komunikasi pemasaran media sosial, citra merek, dan minat menggunakan dompet digital Dana. Hasil penelitian menunjukkan bahwa terpaan komunikasi pemasaran media sosial dan citra merek memiliki pengaruh positif dan signifikan terhadap minat menggunakan dompet digital Dana. Hal ini dibuktikan melalui nilai signifikansi pada uji regresi linier sederhana yang masing-masing memperoleh nilai 0.017 dan 0.00. Berdasarkan hasil penelitian, dapat disimpulkan bahwa terpaan komunikasi pemasaran media sosial dan citra merek merupakan faktor yang penting dalam mempengaruhi minat menggunakan dompet digital Dana. Oleh karena itu, dompet digital Dana perlu meningkatkan terpaan komunikasi pemasaran media sosialnya agar dapat meningkatkan citra merek dan minat menggunakan dompet digital Dana.
PENGARUH TERPAAN INFORMASI APLIKASI LUNPIA DAN CITRA DESTINASI TERHADAP MINAT BERKUNJUNG KE KOTA SEMARANG Putri Susiandi, Alya; Setyabudi, Djoko; Naryoso, Agus
Interaksi Online Vol 12, No 3: Juli 2024
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Semarang City, as an important center of trade and tourism, utilizes destination image and information technology to develop its tourism sector. The "Lunpia" application serves as the main information center for tourism in Semarang City, offering features such as transportation access, tourist attractions, local cuisine, and audio guides, making it easier for tourists to explore the city. In addition to digital marketing communication, destination image that promotes natural beauty and satisfying tourism experiences influences tourists' interest to visit. Effective digital marketing communication utilizing the Lunpia Application and building a positive destination image can influence tourists' interest to visit Semarang. However, despite being identified as a popular tourist destination, Semarang faces difficulty in attracting tourists, as evidenced by fluctuations and a decrease in tourist visitation rates from 2018 to 2021. Therefore, this research aims to investigate the influence of the Lunpia Application and destination image on tourists' interest to visit Semarang. This research uses a quantitative method with an explanatory approach. The sampling technique uses Non-probability Sampling with 100 respondents. The theories employed in this research are technological determinism theory and Theory of Reasoned Action. Hypothesis testing uses simple regression analysis assisted by SPSS. The hypothesis results show a sig. value of information exposure from the Lunpia application to interest in visiting Semarang of 0.103, which means there is no influence of Lunpia application information exposure on interest in visiting Semarang City. Meanwhile, the hypothesis test results show a Sig. value of destination image on interest in visiting Semarang City of 0.001, indicating there is an influence of destination image on interest in visiting Semarang City.