Articles
Mixue are Everywhere: Prosumerism on Users Content Production in Tiktok
Tangguh Okta Wibowo;
Khairul Syafuddin
Jurnal Multidisiplin Madani Vol. 3 No. 5 (2023): May, 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL
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DOI: 10.55927/mudima.v3i5.3546
Mixue is a franchise that is well-known for selling beverages and ice cream. Mixue's viral material on social media, like Tiktok, makes it easy to recognize the popularity of the Mixue’s products. This research intends to examine prosumers involved in audio-visual content development who contribute to the marketing of Mixue brand. This research uses interpretative content analysis to examine audio-visual contents created by Tiktok users. The results of the study indicate that videos created by Tiktok users acting as prosumers have a role in the reproduction of diverse values on their experience with Mixue items. The circulation of their videos on Tiktok increases the exposure of the Mixue brand. These scattered videos show various types of performances with different video production techniques and stories. These findings illustrate the intensification of information produced and communication that has been built through the role of Tiktok, which spreads very quickly. This shows that prosumers reproduce videos based on their respective consumer behavior through the creative side of the actors as consumers
The Role of Communication Technology in Building Social Interaction and Increasing Digital Literacy in Ibu Sibuk Community
Juan Prince Adeliant;
Tangguh Okta Wibowo;
Andiani Fitri Febrina;
Chelsea Roxanne;
Gabriella Christie Kartadibrata;
Khairul Syafuddin
Jurnal Multidisiplin Madani Vol. 3 No. 8 (2023): August, 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL
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DOI: 10.55927/mudima.v3i8.4919
Digital transformation involves deep changes in businesses and organizations, with maximizing changes and opportunities in technology and social impact as top priorities. Further research was conducted to analyze the effects of digital transformation on communication in communities and identify effective strategies to overcome communication breakdowns arising from technological change. This research discusses the important role of communication technology in a community, namely the IbuSibuk community. The method used is a case study, with the data collection technique being structured interviews. The results showed that the use of communication technology has a significant role in facilitating social interaction, information exchange, and the self-development of members in the IbuSibuk Community. Platforms such as Instagram, WhatsApp, and Telegram allow members to share information, ideas, and support, while identity as a member of IbuSibuk provides additional benefits, such as the opportunity to collaborate with brands or companies. There are some technical barriers and a lack of digital literacy that affect the use of technology in the community. Therefore, efforts are needed to improve digital literacy so that all members can utilize technology effectively and participate actively in the community. Improving digital literacy includes aspects of digital ethics, digital culture, and digital safety. Support and education on the use of technology can be organized through external initiatives as well as internal activities within the IbuSibuk community
Representation of Parental Communication in Nanti Kita Cerita Tentang Hari ini (2020)
Leviana Susanto;
Tangguh Okta Wibowo
Jurnal Multidisiplin Madani Vol. 3 No. 9 (2023): September, 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL
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DOI: 10.55927/mudima.v3i9.5976
Family is the primary socialization agent, parents as important figures have the responsibility to educate and raise their children, one of which is through communication. But, in this day, there is still a lot of disharmonies in the family caused by several factors such as the lack of parental communication education from parents to children. On the other hand, a harmonious atmosphere can be built if there is an attitude of openness and good communication within the family, both verbally and non-verbally. Departing from this matter, the researcher further discussed the topic of family communication through the film, Nanti Kita Cerita Tentang Hari Ini as a reflection of similar cases in real life. This research uses Charles Sanders Pierce's semiotic method through signs, objects, and meanings. The results show that the father character has a dominant role with harsh communication that has a negative impact on the child, while the mother applies responsive communication that helps the growth of a positive personality in the child. Although the mother's role is not dominant, her parental communication serves as a balance to the father's communication in the family
Konstruksi Passion Dalam Film Animasi "Soul"
Susanto, Syafiyah Nabilla;
Wibowo, Tangguh Okta
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 9 No. 4 (2023): Kalbisiana
Publisher : UNIVERSITAS KALBIS
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DOI: 10.53008/kalbisiana.v9i4.1384
Passion is a strong tendency towards an activity that is highly liked, loved, and appreciated by individuals that makes them willing to give all of their time and energy to do these activities. This study aims to determine the construction of passion which is contained in Disney and Pixar’s animated film Soul”. To understand that, this study will be examined using Roland Barthes’s semiotics analysis which contains the orders of significations consisting of denotation, connotation, and myth. This research will also be examined using the theory of social construction of reality proposed by Peter L. Berger and Thomas Luckmann. This study found that passion can be found and developed by every individuals. Moreover, passion is not only attached to one's body but also to one's soul, so that makes passion really difficult to completely eliminate from one’s self.
Pengaruh Pemasaran Media Sosial di Instagram @kopijanjijiwa terhadap Keputusan Pembelian Konsumen
Wibisono, Daeng Mohammad Danu;
Wibowo, Tangguh Okta
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 10 No. 1 (2024): Kalbisiana
Publisher : UNIVERSITAS KALBIS
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DOI: 10.53008/kalbisiana.v10i1.3524
Social media marketing is one of the important aspects in increasing sales of a product. Because social media marketing uses social media as a marketing channel and there are quite a lot of social media users in Indonesia. This study aims to determine the influence and level of influence of social media marketing on Instagram @kopiunjukjiwa on consumer purchasing decisions. In this study, the theory used is stimulus-response. The researcher uses a quantitative approach, survey research method with explanative type. The population in this study were followers of Instagram @kopiunjukjiwa with questionnaire data collection techniques. Based on the results of the hypothesis with the T test, the results obtained are 21,161 > 1,966. from these results indicate that social media marketing on Instagram @kopipromisejiwa has an influence on consumer purchasing decisions. Meanwhile, Pearson's product moment got a result of 0.728, which means that there is a strong influence from social media marketing on Instagram @kopikodejiwa on consumer purchasing decisions, and the coefficient of determination test got a result of 52.9%.
Strategi Komunikasi Pejabat Pengelola Informasi dan Dokumentasi (PPID) Kementerian Kominfo dalam Mendiseminasi Informasi Publik
Sekarini, Anggita Galuh;
Wibowo, Tangguh Okta
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 11 No. 1 (2025): Kalbisiana
Publisher : UNIVERSITAS KALBIS
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DOI: 10.53008/kalbisiana.v11i1.4501
The openness of information is still not able to run optimally in meeting the needs of the community. This indicates the need for increased access to information provided by public bodies. PPID Ministry of Communication and Information is one of the public bodies that can realize the openness of public information. This research aims to find out the communication strategy of the Information and Documentation Management Officer (PPID) of the Ministry of Communication and Information in disseminating public information. This research uses a qualitative approach with case study research methods. Data collection techniques in the form of observations, in-depth interviews and documentation. The theory used by this research is systems theory. The results showed the communication strategy carried out by public bodies, namely ppid ministry of communication and information in disseminating public information through five stages. The planning is expected to run optimally on the ground so that the public can meet the needs of accurate, transparent, and accountable public information. Furthermore, at the end of the implementation of public information disclosure will hold a public satisfaction index (IKM) supsi aimed to be able to measure the extent of the success of public service programs that have been run.
Menafsirkan Trash-Talk: Interaksionisme Simbolik dan Komunikasi Kelompok dalam Game Valorant
Dimas Rizky Oktanugroho;
Tangguh Okta Wibowo
Komuniti : Jurnal Komunikasi dan Teknologi Informasi Vol. 18 No. 1 (2026): Komuniti : Jurnal Komunikasi dan Teknologi Informasi, Maret 2026
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/komuniti.v18i1.8625
Perilaku interaksi komunikasi yang buruk atau trash-talk merupakan fenomena yang sering ditemukan dalam bermain game online, termasuk permainan Valorant. Valorant merupakan permainan yang intens dan kompetitif sehingga dapat mempengaruhi pemain untuk menggunakan trash-talk sebagai cara untuk mengungkapkan ekspresi diri atau frustrasi mereka. Trash-talk merupakan bentuk perilaku interaksi komunikasi verbal antar pemain yang dapat bersifat menghina dan merendahkan dengan menggunakan kata-kata kasar. Tujuan penelitian ini adalah untuk menafsirkan pemaknaan mengenai perilaku interaksi komunikasi trash-talk dalam Valorant. Penelitian ini ditulis menggunakan pendekatan deskriptif kualitatif dengan metode studi kasus. Pengumpulan data dilakukan dengan wawancara mendalam kepada empat informan yang tergabung dalam tim informal Gabut Ria Esport. Berdasarkan hasil wawancara dan analisis menggunakan teori Interaksionisme Simbolik dan konsep Komunikasi Kelompok, penelitian ini menunjukkan bahwa perilaku interaksi komunikasi trash-talk dalam kelompok bermain Valorant dipengaruhi oleh konsep diri dan respons dari pemain lain. Pemaknaan trash-talk melibatkan proses interaksi sosial dan budaya. Tahapan persiapan, pengalaman, dan refleksi dalam interaksi sosial mempengaruhi bagaimana individu memaknai dan merespons perilaku tersebut. Selain itu, ikatan sosial dalam kelompok bermain Valorant memainkan peran penting dalam memfasilitasi penggunaan trash-talk sebagai bentuk komunikasi yang diterima dan dianggap sebagai bagian dari permainan. Poor communication interaction behavior, or trash-talking, is a phenomenon frequently found in online gaming, including in the game Valorant. Valorant is an intense and competitive game that can influence players to use trash-talk as a way to express themselves or vent their frustration. Trash-talking is a form of verbal communication interaction between players, often involving insults or degrading language. The purpose of this study is to understand the meaning behind trash-talking communication behavior in Valorant. This research is written using a qualitative descriptive approach with a case study method. The data collection was carried out through in-depth interviews with four informants who are members of the informal team Gabut Ria Esport. Based on the interviews and analysis using Symbolic Interactionism theory and Group Communication concepts, this research shows that trash-talking behavior in Valorant player groups is influenced by self-concept and responses from other players. The meaning of trash-talking involves a process of social and cultural interaction. The stages of preparation, experience, and reflection in social interactions affect how individuals interpret and respond to such behavior. Additionally, social bonds within Valorant player groups play a significant role in facilitating the use of trash-talk as an accepted form of communication, which is considered part of the game.
The Social Constrruction Of Technology: Case Study Of The Use Of CHATGPT In Indonesia
Tangguh Okta Wibowo
ETTISAL : Journal of Communication Vol. 9 No. 1 (2024): Ettisal : Journal of Communication
Publisher : Universitas Darussalam Gontor
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DOI: 10.21111/ettisal.v9i1.78
The purpose of this study is to map the vulnerable issue about ChatGPT in academic field. This study seeks to understand the role of online media channels in mediating the understanding behind the use of ChatGPT in Indonesia. This is because the media also constructs how new technology is used, so that the use of technology is not neutral or taken for granted according to what users want. Thus, mapping the information constructed by the media is important to locate in the context of the use of ChatGPT in Indonesia. The main research question of this paper is how does the media construct the discourse related to how ChatGPT should be used? This study tries to fill the knowledge gap over the use of ChatGPT through the social construction of technology (SCOT) approach. This study uses literature review as a method to understand the discourse about the use of ChatGPT through the existence of "relevant social groups". The result shows that online media channels not only act as producers of information, but also act as groups that construct a discourse behind the presence of ChatGPT. This study expands by analyzing the reporting or production of information about ChatGPT through online media channels in Indonesia by identifying three main themes namely context, navigation, and imagination. From the results of this study, it can be concluded that the use of ChatGPT constructs a discourse that triggers concerns regarding its misuse as misleading technology if there is no regulation surrounding it. Therefore, strict laws, regulations, and supervision need to be implemented to ensure the optimal use of ChatGPT and in accordance with the desired goals in related fields.
Twitter sebagai Medium yang Berpotensi Bagi Organisasi: Mengonstruksikan Pesan Hijau di Twitter
Tangguh Okta Wibowo;
Khairul Syafuddin;
Maria Advenita Gita Elmada
Jurnal Riset Komunikasi (JURKOM) Vol. 6 No. 1 (2023): February 2023
Publisher : Asosiasi Pendidikan Tinggi Ilmu Komuniasi (ASPIKOM) Wilayah Riau
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DOI: 10.38194/jurkom.v6i1.771
This study examines the topic of environmental sustainability, which is currently emphasized by governments and organizations. How do organizations, in particular, utilize the term "green" to designate their products and services? A green label plays a crucial role in establishing a favorable reputation for an organization, allowing it to be identified as a promoter of environmental sustainability. This study explores the utilization of the green concept on Twitter deeper. Utilizing the Netlytic program, tweets containing the terms "green" or "environmental" are submitted to a content analysis. This study shows, using collected data, that Twitter is utilized as a "technology weapon" to promote the organization's image. By accommodating digital traces by users on Twitter, researchers see a "digital space" formed to be utilized as a space for organizations to produce content based on environmental communication. This information has consequences for the green labeling of an organization and enables the enhancement of a good image that adds value to the organization's reputation to establish itself as a pro-environmental organization. Important findings from this study suggest that Twitter could be utilized by organizations to improve their status on the map as a green organization.
AMAZONE INDONESIA: UNDERSTANDING HYPERREALITY IN A FAMILY ENTERTAINMENT ARENA
Tangguh Okta Wibowo;
Khairul Syafuddin
Cerdika: Jurnal Ilmiah Indonesia Vol. 3 No. 09 (2023): Cerdika : Jurnal Ilmiah Indonesia
Publisher : Publikasi Indonesia
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DOI: 10.59141/cerdika.v3i09.676
Amazone Indonesia (Amazone) is the largest family entertainment destination in Indonesia, with a large area and a complete selection of games. This article explores how myths about the Amazon forest in Brazil are managed in the form of a modern family playground in a mall, Aeon. This paper examines how Amazone exploits the myth that the Amazon forest was constructed with technology as a family playground with the intended purpose. This study uses Roland Barthes' semiotic method to look at myths that are built through technology and presented in various forms of entertainment vehicles and games in Amazone. By using Baudrillard's theory of hyperreality, this paper tries to critically examine how Amazone uses the myth of the forest to "normalize" nature in the jungle to become an image of an amusement park that is fun, exciting, and entertaining for children. Overall, the results of this study reflect a simulation site that is built from the use of technology in games in amusement parks that can promote colonial ways of knowing that strengthen the distance between humans as subjects and nature as objects that are "excavated" as a playground