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X Netizens' Response to the Wayan Mirna Salihin Case after the Ice Cold Documentary Film was Released in George Gerbner's Model of Mass Communication Pradika, Mohammad Fawaid
Kalijaga Journal of Communication Vol. 5 No. 2 (2023)
Publisher : Communication and Islamic Broadcasting Study Program, Faculty of Da'wah and Communication, Universitas Islam Negeri Sunan Kalijaga Yogyakarta, Yogyakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/kjc.52.06.2023

Abstract

This research tries to analyze netizen Mirna Salihin's case's viral response in the mass media in 2016, and the whole public was talking about it. The case became popular again after the murder documentary was released on Netflix and sparked various discussions on social media. Netizens tried to find out what was considered odd about the murder. This research uses a qualitative descriptive method with netnographic analysis to explore social media phenomena. In this research, individuals or accounts on social media have the same capabilities as mass media. Individuals can summarize an event and choose which message (M1) will be shared with those closest to them or the public. The event summary is then spread to other individuals, triggering other opinions and being able to use the message (M1) to create other messages (M2), and so on. This research shows that the X Tirto.id account is a Man or Machine (M) who sees events and makes selections, then presents his views via social media, resulting in responses from other users such as the Bro Win and Ridwansyah Putra (E3) accounts as individuals who reinterpreted the Mirna Salihin case until other users responded again.
Study of Online Gambling Promotion Policy in Indonesia, Pakistan, and USA Pradika, Mohammad Fawaid; Tri Hidayat, Lukman Taufik; Dwi Prakoso, Achmad Habib; Ahmad Khan, Aasiim
ETTISAL : Journal of Communication Vol. 9 No. 1 (2024): ETTISAL : Journal of Communication
Publisher : Universitas Darussalam Gontor collaboration with ISKI (Ikatan Sarjana Ilmu Komunikasi Indo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/ejoc.v9i1.11506

Abstract

Kemajuan teknologi membuat semakin mudah diaksesnya berbagai informasi dan hiburan, tidak terkecuali judi online. Hadirnya internet membuat judi menjadi bisa dilakukan secara digital, dengan berbagai skema dan permainan didalamnya judi online lebih mudah diakses. Kegiatan perjudian online juga membutuhkan strategi promosi yang dilakukan dalam menarik perhatian publik untuk berpartisipasi, bahaya judi online sangat perlu diperhatikan dari beberapa fondasi kebijakan komunikasi, maka dari itu kajian ini akan meneliti bagaimana kebijakan komunikasi terkait promosi judi online pada negara Indonesia, Pakistan dan Amerika. Menggunakan metodologi kualitatif dan pengumpulan data melalui kajian literatur peneliti menemukan jika Indonesia sebagai negara yang melarang judi baik konvensional maupun digital masih kesusahan dalam mengimplementasikan kebijakannya. Pakistan yang memiliki kebijakan sama dengan Indonesia terkait pelarangan judi online akibat kentalnya adat dan budaya agama Islam, serta membuat implementasi penegakan hukum, karena dasarnya penduduk Pakistan tidak memiliki kebebasan berekspresi. Sedangkan USA, beberapa negara bagian mengizinkan untuk kegiatan judi online maupun konvensional karena dianggap memberikan pemasukan yang tinggi pada pajak negara, melihat promosi judi online berbahaya jika menjangkau anak-anak dan remaja. Kemudian implementasi promosi judi online sangat ketat terutama pada judi online ilegal karena adanya dugaan subsidi dana pada kegiatan terorisme.
Implementation of Violations of the ITE Law Article 27 Verse (2) of 2016 Concerning Promotion of Online Gambling by Influencers in Indonesia Pradika, Mohammad Fawaid; Hidayat, Lukman Taufik Tri; Prakoso, Achmad Habib Dwi; Khan, Aasim Ahmad
JURNAL KOMUNIKASI INDONESIA Vol. 13, No. 2
Publisher : UI Scholars Hub

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The 2016 Electronic Information and Transactions Law (UU ITE) which was created by the government to tackle cyber problems has generated a lot of controversy, one of which is the regulation governing online gambling and its promotion in Article 27 verse (2) of the ITE Law. A number of influencers violate these regulations by using social media to promote online gambling, which carries a moral burden of influence in promoting illegal products, to provide good universal service to the community. Furthermore, as someone who has many followers, one influencer also has high public interest which requires, as someone who is widely followed on social media, a person influencer must have a policy of utilizing their social media. This research uses a qualitative descriptive methodology with data collection literature review. This research finds that there is a need for firmness in the implementation of violations of the ITE Law article 27 verse (2), some influencers who claim not to know if the site being promoted is online gambling, this dedicates an unclear definition of online gambling. The reason is that currently some online games have a system similar to online gambling. That way, the government needs to make a clear separation, how to categorize online gambling and online games separately. That way, law enforcement against violators of online gambling promotions can be done firmly and reduce the possibility of similar actions in the future.
Exploring the Decision-Making Processes: How Urban Indonesia's Middle-Class Prioritizes Convenience and Cost on Live-Streaming Commerce Pradika, Mohammad Fawaid; Aristawati, Talitha; Sabila, Radifa Husna; Pambudi, Satria Aji; Marjorie, Maria Audrey
CHANNEL: Jurnal Komunikasi Vol. 13 No. 1 (2025): CHANNEL: Jurnal Komunikasi 26th Edition
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/channel.v13i1.1023

Abstract

This study explores the decision-making process of middle-class consumers in Surabaya, Indonesia, when purchasing primary needs through Shopee Live, an emerging live-streaming commerce feature. Drawing on Kotler and Armstrong’s five-stage model of consumer decision-making, this qualitative research explores how internal motivations, external constraints, and digital platform features shape online shopping behavior. In-depth interviews with purposively selected informants were conducted and analyzed using thematic analysis. The findings reveal that the problem recognition stage is influenced by internal factors such as discomfort with offline shopping and limited time, as well as external barriers like store distance and additional offline costs. During the information search stage, consumers rely on Shopee Live hosts, real-time viewer comments, and product reviews. At the alternative evaluation stage, decision-making is shaped by price comparisons, discount availability, user interface ease, and product variety. The purchase decision is ultimately driven by price competitiveness, transactional convenience, and the interactive nature of the live-streaming format. In the post-purchase stage, behavior ranges from product returns and negative reviews among dissatisfied consumers to enthusiastic recommendations among highly satisfied buyers. The study contributes to consumer behavior theory by demonstrating how live commerce integrates digital interactivity with traditional evaluative mechanisms. Practically, it offers strategic insights for digital marketers seeking to engage middle-class urban consumers through affordability, user experience, and trust-building features.
INOVASI GAMIFIKASI WEBSITE PERSY PERFUME SEBAGAI PENGALAMAN KONSUMEN DALAM PEMILIHAN PARFUM KEPRIBADIAN SECARA DIGITAL Pradika, Mohammad Fawaid; Alamiyah, Syifa Syarifah
ANALISIS Vol. 14 No. 2 (2024): ANALISIS VOL. 14 NO. 02 TAHUN 2024
Publisher : FACULTY OF ECONOMICS AND BUSINESS FLORES UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/als.v14i2.4563

Abstract

This research will discuss how the gamification innovation of the Persy Perfume website in providing a consumer experience for digital personality perfume selection. The trend of using perfume products in Indonesia is increasing, marked by the emergence of many local perfume brands with globally competitive quality. However, product innovation is needed to increase consumer interest in using the product, one of the strategies that can be used is to provide a consumer experience in purchasing products. Persy Perfume is a local brand that uses the aroma of Indonesian spices as a unique selling product and elevates the local culture of wayang as a variant of each scent. Persy through its website provides a consumer experience through "Petualangan Persy Aroma" as a form of innovation in the form of personality test gamification to provide perfume scent recommendations that match the consumer's personality in digital purchases. This research is research with a qualitative descriptive method, to find out how gamification innovations in providing consumer experience to increase consumer interest in shopping for perfume digitally. The result found is that Persy Perfume has found a new innovation in providing a consumer experience through the " Petualangan Persy Aroma", this is an interesting innovation and a new way in the perfume industry to provide a digital consumer experience. By providing a new experience for consumers, this can invite interest from potential consumers to buy the product.