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Podter Program Analysis (Latest Podcast) Bengkuluekspress.Com Santia, Suci Anugrah; Putra , Dilmai; Maryaningsih, Maryaningsih
Journal of Law, Social Science, and Management Review Vol. 1 No. 4 (2025): Agustus
Publisher : Utami Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/jlsmr.v1i4.342

Abstract

The media plays an important role in shaping public opinion through the selection of issues presented and the way they are presented. This research examines how the media, especially the podter program in Bengkulu Ekspress, sets the agenda through various platforms and interactions with the public. Based on interviews with key informants and principal informants, the findings show that the media not only reflects reality, but also shapes it by selecting issues that are relevant and interesting to the public. Issues that are often raised include politics, business, tourism and local achievements, with a focus on things that are viral or have urgency for society. Podter programs broadcast live via platforms such as Facebook and YouTube allow direct interaction between the source and the audience, creating space for public opinion to influence the themes raised. Setting this agenda also involves two levels: first, determining the issue to be highlighted, and second, the specific attributes of the issue that shape the public's assessment of the importance of the issue. The results of this research show that the media in Bengkulu Ekspress plays a role as social control by providing a platform for the public to interact, provide responses, and obtain information that is educational, informative, and promotional. The podter program is expected not only to convey information but also as a tool to influence and shape public opinion.
Perilaku Komunikasi Remaja Pemain Game Online ‘‘Mobile Legend” Enelson, Fendi; Putra , Dilmai; Sari , Sapta
Harmonization : Jurnal Ilmu Sosial, Ilmu Hukum, dan Ilmu Ekonomi Vol. 2 No. 2 (2024): Juni
Publisher : CV. Era Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59066/harmonization.v2i2.800

Abstract

Currently online games are very popular with almost all groups. Online games are interesting to play, in fact for some people online games have become a primary need. In the past, online games could only be enjoyed via a personal computer (PC), but as time goes by, now online games can be enjoyed anywhere and anytime via smartphone. This research aims to understand teenagers' communication behavior towards the online game "Mobile Legends" in Lubuk Durian Village, Kerkap District, North Bengkulu Regency. In today's digital era, online games have become one of the main forms of entertainment for teenagers, influencing the way they interact and communicate. This research was conducted to explore adolescent communication behavior. The research method used is a case study with a qualitative approach. Primary data was obtained through in-depth interviews and direct observation of teenagers who actively play "Mobile Legends" in the age range of 13 to 20 years. The focus of this research is the analysis of interpersonal communication behavior that occurs in the context of games and how this affects teenagers' social lives, such as the way teenagers communicate with parents and the way teenagers communicate with friends outside the game. The research results show that the use of "Mobile Legends" has various impacts on adolescent communication behavior. On the one hand, this game improves cognitive skills, motor skills and the ability to work together in teams. Teenagers can also expand their social networks and interact with friends from different countries. However, on the other hand, excessive use can cause addiction, disrupt study time, and have negative impacts on mental and physical health, such as anxiety and sleep disorders. This research provides practical insights for parents, educators and game developers in supporting the healthy and productive social and emotional development of teenagers.