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CYBER NETIQUETTE PADA KONTEN MEDIA (Analisis Wacana Kritis pada Konten YouTube Bertajuk Dakwah Wahabi) Halla Sayyidah Muflichah; Fuandani Istiati
Jurnal Ilmu Komunikasi AKRAB Vol. 6 No. 2 (2022): APRIL
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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Abstract

Penelitian ini menjelaskan tentang studi dakwah wahabi di YouTube yang masihbooming di Indonesia. Aktivitas konten dakwah yang menyinggung wahabi sangat banyakbertebaran di YouTube dan jumlah viewersnya juga sangat banyak. Penelitian inimenjelaskan tentang studi analisis wacana kritis pada akun YouTube terkait isu dakwahwahabi di Indonesia, akun YouTube tersebut adalah Web Ijo. Penelitian ini menggunakanmetode analisis wacana kritis Norman Fairclough dengan mengikuti konten-konten YouTubeyang memunculkan isu-isu dakwah wahabi. Data-data dikumpulkan menggunakanobservasi pada seluruh konten YouTube yang memunculkan isu-isu dakwah wahabi yangakan dikaji dari sudut teks, konteks, dan sosial-budaya (sociocultural). Penelitian inimenemukan bahwa keempat akun YouTube tersebut menyampaikan isu yang terkaitdakwah wahabi yang ternyata belum diketahui sumbernya. Adapun implikasi dari penelitianini, konten dakwah digital dapat sangat mudah diinterpretasikan oleh netizen sehinggadapat menjadi hoax di kalangan masyarakat Indonesia.
Talent Commodification In Ruangguru Marketing Interests: Analysis of The Show Program Clash of Champion Fuandani Istiati; Halla Sayyidah Muflichah
POPULIKA Vol. 13 No. 1 (2025): Populika
Publisher : Universitas Widya Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37631/populika.v13i1.1680

Abstract

Program Clash of Champions by Ruangguru is an essential example of content commodification in Indonesia's educational entertainment sector. Program Clash of Champions broadcast on the YouTube platform as a gameshow, designed as an academic and competitive show for students by combining educational and entertainment content. This show has proven effective in attracting the audience's interest in watching it and serving as a promotional event brand for the Teacher's room. This research examines and analyzes how commodification practices occur in this program by referring to political economy theory. The first commodification practice is optimizing the use of social media, such as the YouTube platform. Second is the gamification element, where not only talent is involved in the game but also the audience so that the audience can feel the effects of dramatization and interactivity. This research uses an interesting case study method, a qualitative descriptive approach. The research results show that the program broadcasts Clash of Champions. It's not purely an educational show but also a marketing tool from Ruangguru. Keywords: Commodification; Social Media; YouTube Content.