This research investigates the ways in which different groups of media users have different tendencies in consuming and believing fake news. These tendencies are examined through: (1) analysis of association of age and income level with the pattern of media consumption; (2) analysis of association of age and income level with types of media that is perceived as the most trustworthy. Using systematic random sampling, this study examines 400 households in Semarang, Central Java, with level of confidence of 95%.
This article explains the ways in which a digital media literacy campaign was conducted to help groups of adolescent to identify fake news or hoax and to prevent the further dissemination of fake news. A number of research have shown that young generation, or popularly known as millennials, is the age group of media users that has the highest tendency to read and to spread hoax or fake news. This is also tied to the fact that millennial spend more time on the Internet, and therefore have higher exposure to many various types information, including fake news. Based on the digital media campaign programs that was conducted in several public and private high schools in Semarang, Indonesia, this article will explicate the initial condition regarding the ability of high-school students in recognizing and identifying fake news before the digital media literacy campaign, and then explain how the campaign helping students to improve the ability to do so. This article will further describe the challenges faced in the typical media literacy campaign and several suggestions to overcome those challenges in future digital media literacy programs.
Concerns about materialism among children are strengthening. Media, especially television and advertising, are acknowledged to be an extensive channel that promotes materialism. Recently, dress up role-playing games, which are mushrooming in online space and mostly played by girls and female adolescents, facilitate active experiences of bountiful consumption simulations. The present study identifies the influence of dress up games on socializing materialism in children. Based on a survey of 144 young girls aged 7 to 13 in Semarang, Indonesia, the findings indicate that the frequency of dress up gameplay influences children to become materialistic. However, the effect of dress up gameplay is not significant when age and motivation to play are included in the analysis.
The article is intended to offer the strategy to tackle the wrong and unverified information related to health issues. It is based on the data of a survey in East Java, the province with the second largest population in Indonesia, and the second largest economic in the country. The data shows that people in East Java admitted that they were expose to many incorrect and unverified health information, through various channels, such as personal chatting applications, mainstream/conventional media, and social media. The survey revealed that people responded differently to unverified health information. Some found clarity, but others felt anxious. The fact that people think they can get clarity though the information from social media and the Internet, are not sufficiently verified is upsetting. Trusting untested or clinically unproven health information can be harmful and dangerous. A way to counter the propagation of untested health information or unverified information sources is to use the same information channels to distribute the guidance to inform people how to identify the wrong and untested health information. And, by the same measure it could also empowering people to fight against such false information.
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