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Peran Instagram sebagai Media Promosi Pariwisata & Kuliner di Provinsi Lampung (Studi pada akun Instagram @Riobythebeach & Seruitbuklin) Fitriani, Selly; Besar, Ibrahim; Valentina, Pratiwi; Swastika, Virginia; Christiane, Priska
Jurnal ISO: Jurnal Ilmu Sosial, Politik dan Humaniora Vol. 4 No. 2 (2024): December
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/iso.v4i2.1943

Abstract

Penelitian ini bertujuan untuk mengeksplorasi penggunaan media sosial Instagram sebagai sarana promosi untuk Pantai Rio By The Beach dan Kuliner Seruit Buk Lin. Penelitian ini menggunakan pendekatan studi kasus untuk meneliti Pantai Rio By The Beach dan Kuliner Seruit Buk Lin. Data dikumpulkan melalui observasi dan dokumentasi. Analisis menunjukkan bahwa faktor yang mendorong penggunaan Instagram sebagai media promosi adalah fitur iklan yang menarik, kemudahan promosi produk, efisiensi biaya, segmentasi pasar yang sesuai, dan minat masyarakat terhadap Instagram yang tinggi. Analisis promosi produk melalui Instagram dengan review pelanggan dan posting menu yang dijual. Instagram efektif digunakan untuk promosi karena merupakan media sosial yang populer di semua kalangan, dilengkapi fitur pencarian lokasi dan produk melalui hashtag.
Representasi Perempuan dalam Game Simulasi Kencan Picka: 30 Days to Love 2 Swastika, Virginia; Ashaf, Abdul Firman; Putra, Purwanto
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 2 (2025): APRIL-JUNE 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i2.3451

Abstract

Women in games are often portrayed with negative narratives. They are often cast as objects of lust through their physical appearance, and are taken for granted. However, dating simulation games provide a different perspective on women. This research aims to unravel how women are represented in dating simulation games, specifically in the game 30 Days to Love 2 which carries the concept of dating reality show. To analyze the phenomenon, this research uses Roland Barthes semiotics which reveals meaning through denotation and connotation signs. The results show that women in dating simulation games have been viewed more positively. However, female attributes such as appearance are still attached to gender stereotypes that emphasize beauty standards.
Representasi Perempuan dalam Game Simulasi Kencan Picka: 30 Days to Love 2 Swastika, Virginia; Ashaf, Abdul Firman; Putra, Purwanto
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 2 (2025): APRIL-JUNE 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i2.3451

Abstract

Women in games are often portrayed with negative narratives. They are often cast as objects of lust through their physical appearance, and are taken for granted. However, dating simulation games provide a different perspective on women. This research aims to unravel how women are represented in dating simulation games, specifically in the game 30 Days to Love 2 which carries the concept of dating reality show. To analyze the phenomenon, this research uses Roland Barthes semiotics which reveals meaning through denotation and connotation signs. The results show that women in dating simulation games have been viewed more positively. However, female attributes such as appearance are still attached to gender stereotypes that emphasize beauty standards.