Dean Marcella
Universitas Islam Negeri Sumatera Utara

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Analysis of Consumptive Behavior in Shopping Through Social Media Among FIS UINSU Students Yudhi Affandi Harahap; Dean Marcella; Muhammad Rafi Alkhusairi; Maulana Andinata Dalimunthe; Hasan Sazali
Jurnal ISO: Jurnal Ilmu Sosial, Politik dan Humaniora Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit ADM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/iso.v2i2.819

Abstract

This study aims to find out how consumptive behavior is in shopping on social media among students of FIS UINSU. This study uses a research approach used in this study is a qualitative approach. As for what is meant by qualitative research, namely research that intends to understand the phenomena of what is experienced by research subjects holistically, and by means of descriptions in the form of words and language, in a special natural context and by utilizing various scientific methods (Moleong, 2007:6). The type of this research approach is descriptive. Descriptive research is research that seeks to describe current problem solving based on data. The type of qualitative descriptive research used in this study is intended to obtain information about consumptive behavior in online shopping among students. This study resulted that from the three selected informants, the existing consumptive behavior started from habits and a sense of inclination to continue shopping online on various online shopping platforms. From the three informants, it can be seen that there are informants who like to shop at Shopee, olshop accounts on social media, and even shop at the busy TikTok Shop.
FENOMENA TRASH-TALKING ANTAR PEMAIN GAME ONLINE MOBILE LEGENDS: BANG BANG (STUDI KASUS MAHASISWA ILMU KOMUNIKASI UIN SUMATERA UTARA) Dean Marcella; Hasan Sazali
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.335

Abstract

Game Mobile Legends: Bang Bang is one of the most popular online games in Indonesia. One thing that is popular in the game is the trash-talking behavior. This research appears to find the meaning of trash-talking in the online game Mobile Legends. Using a qualitative-descriptive research method by finding data sources using the interview method with 5 informants who were determined by the purposive sampling method with the conditions that they were Communication Science students at UIN North Sumatra, active players in the Mobile Legends game: Bang Bang and were at epic levels/ranks. The analysis technique uses equivalent analysis. The results of the study show that there are 6 forms of trash-talking categories, namely: 1). Intelligence, including: Stupid, Stupid, Stupid, Paok, Use Your Brain, Blog/Impossible, and Remove ML. 2). Disgusting animals, including: Dogs, Asu, and Anjrit 3). Sexuality, including: Kimbek 4). Status, including: Yteam 5). Physical, including: Blind Map and 6). General includes: Bastard, Lol, and Jancok . Some of the things that cause them to issue trash-talking words are getting team members with very bad games, getting lost, and players who are AFK (Away From Keyboard) or leave the game during the game.