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Representation of Environmental Issues in Marjan's "Baruna the Guardian of the Ocean" Ad 2023 Episode 1 and 2 (Analysis Semiotika Charles Sanders Peirce) Fatimah Nur Aliya Mahruf; Kheyene Molekandella Boer; Johantan Alfando Wikandana sucipta; Jaka Farih Agustian
Jurnal Indonesia Sosial Sains Vol. 5 No. 04 (2024): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v5i04.1058

Abstract

Environmental issues have become the talk of recent years, education and information about deteriorating natural conditions are needed to maintain natural health. Given the rise of environmental issues in recent years, PT Lasallefood Indonesia has participated by raising environmental issues as their advertising concept for 2023. This study aims to show environmental issues in the form of marine pollution represented in marjan advertisements "baruna sang guardian samudra" episodes 1 and 2 using qualitative approaches and data collection techniques Observation and documentation. The analysis was conducted by observing scenes related to marine pollution obtained through symbols and signs displayed throughout the marjan advertisement "Baruna the Guardian of the Ocean" episodes 1 and 2 through the approach of Charles Sanders Pierce's Semiotic Theory. The results of this study show that the Baruna Sang Guardian of the Ocean marjan advertisement tries to represent 3 aspects broadly related to environmental issues of marine pollution, the first is the act of marine pollution represented by adult characters who are fishermen and children as coastal villagers who throw plastic waste into the sea, the second is the impact of plastic pollution on the marine environment represented by the inner ocean and the surface that has been Filled with plastic waste, the last impact of marine pollution that is happening to marine life is represented by the figure of a dragon as marine life affected by marine pollution in the form of being eaten by plastic waste.
Representation of Environmental Issues in Marjan's "Baruna the Guardian of the Ocean" Ad 2023 Episode 1 and 2 (Analysis Semiotika Charles Sanders Peirce) Fatimah Nur Aliya Mahruf; Kheyene Molekandella Boer; Johantan Alfando Wikandana sucipta; Jaka Farih Agustian
Jurnal Indonesia Sosial Sains Vol. 5 No. 04 (2024): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v5i04.1058

Abstract

Environmental issues have become the talk of recent years, education and information about deteriorating natural conditions are needed to maintain natural health. Given the rise of environmental issues in recent years, PT Lasallefood Indonesia has participated by raising environmental issues as their advertising concept for 2023. This study aims to show environmental issues in the form of marine pollution represented in marjan advertisements "baruna sang guardian samudra" episodes 1 and 2 using qualitative approaches and data collection techniques Observation and documentation. The analysis was conducted by observing scenes related to marine pollution obtained through symbols and signs displayed throughout the marjan advertisement "Baruna the Guardian of the Ocean" episodes 1 and 2 through the approach of Charles Sanders Pierce's Semiotic Theory. The results of this study show that the Baruna Sang Guardian of the Ocean marjan advertisement tries to represent 3 aspects broadly related to environmental issues of marine pollution, the first is the act of marine pollution represented by adult characters who are fishermen and children as coastal villagers who throw plastic waste into the sea, the second is the impact of plastic pollution on the marine environment represented by the inner ocean and the surface that has been Filled with plastic waste, the last impact of marine pollution that is happening to marine life is represented by the figure of a dragon as marine life affected by marine pollution in the form of being eaten by plastic waste.
Fenomena Trash-Talk dalam Game Online Mobile Legends: Bang Bang (Studi Kasus pada Mahasiswa Universitas Mulawarman) Fransisca Corry Famelia; Ainun Ni`matu Rohmah; Johantan Alfando Wikandana Sucipta; Harry Isra Muhammad
Cerdika: Jurnal Ilmiah Indonesia Vol. 6 No. 5 (2026): Cerdika: Jurnal Ilmiah Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/cerdika.v6i5.3553

Abstract

The advancement of internet technology has significantly increased the popularity of online games as a source of entertainment across different age groups, particularly among university students. One of the most popular games is Mobile Legends: Bang Bang (MLBB), a Multiplayer Online Battle Arena (MOBA) game that not only prioritizes competitive gameplay but also facilitates interaction and communication among players. Within these interactions, trash-talk frequently occurs, referring to verbal expressions such as taunts, sarcasm, and the use of offensive language during gameplay. This study seeks to explore and describe the phenomenon of trash-talk in Mobile Legends: Bang Bang among students of Mulawarman University in Samarinda, East Kalimantan.This research adopts a qualitative approach using a descriptive method. Data were obtained through in-depth interviews with Mulawarman University students who actively engage in playing Mobile Legends: Bang Bang. The data were then analyzed qualitatively through an inductive approach to identify the forms, meanings, and contributing factors associated with the emergence of trash-talk in the game. The results reveal that trash-talk has become an integral part of gaming culture and is generally perceived as a normal practice by players. Players engage in trash-talk for various reasons, including emotional expression, responding to provocation, strengthening team solidarity, and employing psychological tactics to distract opponents. The identified forms of trash-talk include the use of harsh language, ridicule of players’ performance, sarcasm, and indirect mockery, which may be directed toward both opponents and teammates. The anonymity provided by online gaming environments further facilitates such behavior and, in certain instances, involves discriminatory elements