Jurnal ASPIKOM
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    231 research outputs found

    FAMILY COMMUNICATION ON SINGLE MOTHER FAMILIES

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    The data of divorce by women is increasingly today. There are at least 553 divorce cases registered to Bandung Religious Court in 2017 -- most of them was proposed by women. This research wants to describe the form of family communication done by single mothers to their teenagers as a single parent. The method of this research is qualitative with case study approach. The researcher interviewed five single mothers lived in Bandung. The result shows that interpersonal communications on all informants were divided into coercive and democratic communication. The democratic communication is the most effective communication form to build a strong bond with the teenagers in a new single family. The contribution of this research is providing a new model of interpersonal coercive communication

    Media Massa, Pemerintah dan Pemilik Modal

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    Democratization of communication, is the starting point of mass media in promoting the achievement of a prosperous information society. But the problem, is not easy to build a democratic ideal. Because a number of people within the government still puts power in response to the message - the message conveyed by the media. On the other hand, there are still investors who interpret that identic democracy with freedom of action which is detrimental to the business is run. But democracy barriers associated with reporting transparency could have emerged from people who prefer introversion past due jargon about harmony and alignment

    Radio Komunitas dan Potensi Konflik Horizontal

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    Multiculturalism brings blessing and a negative potential. Blessed are the guidelines to respect the identity and rights of every community. Negative potential appears when the award is meant as a legitimacy to the arrogance of certain communities. This multicultural society dilemma accompany growth and development of Community Radio in Indonesia. On the one hand, the community is responding positively presence as a grassroots media speaker. But on the other hand, these conditions led some groups to disseminate the ideology of the group through the use of publicly owned frequencies. If the other side is more prominent, the potential for conflict between groups also became stronger

    KREDIBILITAS SITUS SAHAM ONLINE: PENDEKATAN USABILITAS, DESAIN DAN INFORMASI KONTEN SITUS BURSA EFEK INDONESIA

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    Credibility of website especially on trading market is important for shareholders to get stockexchange information. Websites are the extension of organization that could attract business’s target market and potential customer. However, previous studies found that usability, design, and content may affect the website credibility.  Many stock exchange markets such as Nigerian/NSE, Baku/BSE, Irish/ISE, Mauritus/SEM including Securities and Exchange Commission/SEC concerned and improve about their website. This study aims to observe variable of usability, design and content which affect website credibility on Indonesia context especially with idx.co.id as a treatment. This reaserch method using quasi-experiment with 30 participants with the equivalent time-samples design and adopting Bipolar Emotional Response Testing (BERT), this study found that website credibility was explained about 51.6% by usability, design, and information variables. Moreover, information variable contributed bigger than other two variables while usability variable did not contribute significantly. Specifically, information variable become important for the credibility of website which did not have transaction feature

    Komunikasi Word Of Mouth dan Keputusan Pembelian Batik Bangkalan

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    This research aims to examines the influence word of mouth communication, brand awareness, and community reception on buying decision of Batik Bangkalan using word of mouth communication, reception, and consumer behavior theory. This research has been done in Bangkalan Regency to 100 visitors of batik centers as respondents. Data were collected by questionnaires and analyzed by using multiple linear regression based on SPSS V21.0. The result shows that buying decision of Batik Bangkalan (Y) is influenced simultaneously by word of mouth communication (X1), brand awareness (X2), and public receptions (X3). The influence of three variables on buying decision has been indicated by determinant coefficient (R²) 60.7%. The most influential factors in buying decision of Batik Bangkalan Batik is brand awareness and public reception, while word of mouth communication did not influence on buying decision. It happens because X1 variable only to discuss, promote, and recommend. It does not reach level of persuading, inviting, and encouraging people to buy batik Bangkalan

    Grand Narrative Pemberantasan Korupsi dalam Wacana Konflik Sepak Bola di Media Cetak

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    Eradication of corruption has been a grand narrative since the early of reformation era. Mass media became part of the preservation of the grand narrative. Grand narrative is the main narration which becomes basis and universal character since it can be used as standard to measure and assess other narratives. This study analyzes grand narrative of corruption eradication in Indonesia soccer conflict in print media by using critical discourse by Norman Fairclough as research method. The result shows that media preserved grand narrative of corruption eradication through image projection of corruptors as common enemy. The spread of anti-corruption information through mass media carried out continuously and sustainably is a manifestation of the commitment to fight corruption. Information provided by media does not only explains the state’s loss but up to the development of its completion

    Budaya Populer Jepang di Indonesia : Catatan Studi Fenomenologis Tentang Konsep Diri Anggota Cosplay Party Bandung

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    The research is about self concept in the relations with popular culture, that in the youth cultures has been done since 30 years ago. The term of self concept which becomes focus on this paper was defined by Rogers as how someone see and feel himself. This paper is based on limited introduction research ofphenomenology about self concept of Cosplay Party members in Bandung City. The amount of informants is four and the frequency of interview just twice. The result of the research shows that informants have different background and have positive self concept. They involve in costume player started with their hobby in watching anime and join in Cosplay because of the same of value between the

    Komunikasi Corporate Social Responsibility pada Official Website Perusahaan Badan Usaha Milik Negara

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    This study describes Corporate Social Responsibility (CSR) message on official website of State Owned Enterprises (SOEs) and features of official website as CSR communication medium. Quantitative content analysis is used as the method. Data were analyzed by using descriptive statistics. This study selected 55 Indonesian SOEs official website. The result shows that state-owned companies have not applied transparency of CSR communication messages on their official website. The study finds that a number of state-owned companies do not present CSR information on their official website. In general, CSR communication on the official website of state-owned companies is limited to presenting information related to government program called Partnership Program and Community Development (PKBL). The official websites of state-owned companies have not utilized potential use of the website as communication medium of CSR. State-owned companies have not fully realized the role of official website as strategic media in conveying CSR communication message

    MODEL KOMUNIKASI TEMAN SEBAYA DALAM PEMBENTUKAN IDENTITAS DIRI REMAJA GLOBAL MELALUI MEDIA INTERNET

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    The rise of Internet Messenger (IM) has helped many individuals to connect with each other, including teenagers. In adolescence puberty fase, they were very familiar with the advancement of chatting technology in cyberspace. With consideration of the importance of communication intelligence in interacting in the virtual world, this research seeks to bring the reality of adolescent interaction with peers beyond the boundaries of geography, race, and class. The assumption of media literacy said that media literacy capability determines the position of audiences. The absence of resistance to media messages can be translated that the community does not have sufficient knowledge and experience in cyberspace. Teen life is the most important moment in human life therefore the interaction in cyberspace will determine the concept of self and ideology embedded in life later. Through phenomenology method, this research seeks to show healthy and useful internet in the formation of the identity of global adolescents. Through in-depth interviews and analysis of conversations in chat rooms, this research illustrates the positive and negative sides facing adolescents in real and virtuality life. To obtain a complete picture then, researchers also interviewed parents and teachers of the teen so that the validity of the research is maintained. The results showed that the role of parents in media literacy is very important. The intelligence of communicating in internet media especially in choosing content determined from parent guidance and peer group information. Peer group of the virtual world more influence than peer group in the real world

    Konstruksi Diri dan Pengelolaan Kesan pada Ruang Riil dan Ruang Virtual

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    The development of technology, especially in media, has affected the form of self and interaction in everyday life. In real life situation, humans actually have face to face interactions and they can see others’ given and given-off behaviors. However, when the internet becomes one of the tools for interaction with others, a different forms of self and interaction emerge. It means we are doing an interaction in the mediated world which we call as interpersonal mediated communication. In this era, we do not know exactly the kind of people we communicate with, so one of ways to know about others is from the impression they give us; which is call a front stage. In this paper I introduce how the dramaturgical concept, especially the Impression Management, from Erving Goffman can be used to describe how people interact in the virtual world

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