Abstract.Comics have become an integrated part in Indonesian history. It also has a good prospect to continuously growing in modern media. As one of the medium of free expression, Indonesian comics has been experiencing its ups and downs over several decades. The growth of photocopied comics in Indonesia in year 1990s has become one of the important phases of a whole Indonesian comics development and movement. As a milestone, it is interesting to know further about the contexts of these photocopied comics. The main sources for this research are the photocopied comics collected by writer himself, and thereby this research only focused at a specific period of time between the years 1998 to 2001. Data being analyzed includes the internal contexts of comic, consisted of its 'soul' (theme, story, casting, and story background), and its 'body' (illustration), and the external contexts (illustrators, production -distribution, and readers). One of the challenges in doing this research is that not all of the photocopied comics mentioned what year it is being published. However, those comics are still analyzed considering they are in the same timeline with the rest. Writer is also perforced to exclude some comics, because they were not photocopied, but printed. This research tries to keep its focus to internal and external contexts of these photocopied comics, with sociological and anthropological approach.As a general conclusion, it can be said that social mind theme and theme from photocopied comics are complementary one another. Humor comic type and men gender comic figure from middle-weight predominates, so do with urban setting. The influence of manga visual style can be easily found, and most of comics" creators are men who lived in Jakarta.By the end of this article, the author projects Indonesian comics prospect -not only its photocopied ones -in the future.
ABSTRAKMedia online sebagai sarana kebutuhan masyarakat sekarang ini sudah menjadi salah satu faktor dalam meningkatkan kesadaran akan suatu brand khususnya pada video game. Nintendo sebagai salah satu perusahaan game dunia memiliki produk Nintendo 3DS yang dirilis pada tahun 2011. Dari produk tersebut, banyak media online khusus game yang memberitakan perkembangan produk baik fitur maupun software yang mendukung. Perumusan masalah dalam penelitian ini adalah bagaimana tanggapan/ respon audience media berita online khusus game tentang produk Nintendo 3DS pada media online khusus game, seberapa besar awareness audience pada produk Nintendo 3DS dan seberapa besar pengaruh media online khusus game terhadap Brand Awareness Nintendo 3DS. Hasil penelitian menunjukkan bahwa komponen dari berita online yaitu variabel Timeliness, Proximity, Prominence, Consequence, dan Human Interest berpengaruh secara bersama-sama terhadap Brand Awareness sebesar 52,7% dan sisanya sebesar 47,3% dipengaruhi oleh variabel-variabel bebas lain yang tidak termasuk dalam penelitian ini. Kata-kata kunci: Berita online, kesadaran merek EFFECT OF THE FIVE NEWS DIMENSIONS ON ONLINE GAMES MEDIA TOWARDS NINTENDO 3DS BRAND AWARENESS ABSTRACTOnline media has become a necessary in today's society, and become one of the factors in increasing the awareness of a brand especially video game. Nintendo as a one of the biggest game company in the world owns Nintendo 3DS which was released to public in 2011. The product, has many news online media which was report the product specification or software supporting the operating system. Problem formulation for this research is to find out how the reaction/response of the audience of online media specifically for video game, how the audience awareness of Nintendo product and how big the influence of online media specifically for video game to Nintendo 3DS brand awareness. The result of this research shows that components of online news includes timeliness, proximity, prominence, consequence, and human interest variables altogether influenced the brand awareness for 52,7% and 47,3% is influenced by other free variables which is not included in this research.
ABSTRAKMedia online sebagai sarana kebutuhan masyarakat sekarang ini sudah menjadi salah satu faktor dalam meningkatkan kesadaran akan suatu brand khususnya pada video game. Nintendo sebagai salah satu perusahaan game dunia memiliki produk Nintendo 3DS yang dirilis pada tahun 2011. Dari produk tersebut, banyak media online khusus game yang memberitakan perkembangan produk baik fitur maupun software yang mendukung. Perumusan masalah dalam penelitian ini adalah bagaimana tanggapan/ respon audience media berita online khusus game tentang produk Nintendo 3DS pada media online khusus game, seberapa besar awareness audience pada produk Nintendo 3DS dan seberapa besar pengaruh media online khusus game terhadap Brand Awareness Nintendo 3DS. Hasil penelitian menunjukkan bahwa komponen dari berita online yaitu variabel Timeliness, Proximity, Prominence, Consequence, dan Human Interest berpengaruh secara bersama-sama terhadap Brand Awareness sebesar 52,7% dan sisanya sebesar 47,3% dipengaruhi oleh variabel-variabel bebas lain yang tidak termasuk dalam penelitian ini. Kata-kata kunci: Berita online, kesadaran merek EFFECT OF THE FIVE NEWS DIMENSIONS ON ONLINE GAMES MEDIA TOWARDS NINTENDO 3DS BRAND AWARENESS ABSTRACTOnline media has become a necessary in today's society, and become one of the factors in increasing the awareness of a brand especially video game. Nintendo as a one of the biggest game company in the world owns Nintendo 3DS which was released to public in 2011. The product, has many news online media which was report the product specification or software supporting the operating system. Problem formulation for this research is to find out how the reaction/response of the audience of online media specifically for video game, how the audience awareness of Nintendo product and how big the influence of online media specifically for video game to Nintendo 3DS brand awareness. The result of this research shows that components of online news includes timeliness, proximity, prominence, consequence, and human interest variables altogether influenced the brand awareness for 52,7% and 47,3% is influenced by other free variables which is not included in this research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.