Ditemukan 3 dokumen yang sesuai dengan query
Lely Arrianie
Abstrak :
This research aim to determine the commodity of fetishism in political advertisement which used by the mayor candidates of Bengkulu city who entered into the second round in the regional election in bengkulu, 2012. Using a qualitative approach, the data were collected through observation and deep interviews. In addition, a political advertisement w9s also considerably important as a data, it was taken from printed and electronic media at both local and online media. The informants in this research were the voters in the city of Bengkulu who have used their right of vote to choose one of the candidates for mayor of Bengkulu city. Moreover, the key informants also played important role in this research, they were not only the professionals and political figures but also some of media crews who followed and involved as long as the election process took place. The result showed that the commodity of fetishism in the political advertisement of the mayor candidates who entered into the second round are so prominent and less of creativity. Instead of using some political communication media to increase their image, just some of the candidates who used the advertisement as an advertising media. Furthermore, among four of political communication media, such as organizational, interpersonal, mass media and group of interest, almost all candidates who advertised themselves in the official released of KPU did not use all of the political communication media, as a result there are no significant and dramatic advertisement made by the candidates.
Jakarta: Univ Budi Luhur Jakarta, 2014
384 COM 5:1 (2014)
Artikel Jurnal Universitas Indonesia Library
Silalahi, Priscila Daniella Tarulimay
Abstrak :
Melalui artikel ini, akan dianalisis bagaimana praktik commodity fetishism timbul dalam aktivitas konsumsi photocard NCT oleh fandom. Penelitian ini dilakukan dengan metode kajian literatur untuk melihat temuan-temuan yang menunjukkan adanya indikasi commodity fetishism dalam interaksi fandom atas konsumsi photocard. Berdasarkan hasil studi, dapat dilihat bahwa konsumsi photocard NCT dilakukan oleh penggemar untuk memenuhi aktualisasi diri dan prestise sosial. Commodity fetishism yang terjadi juga dipengaruhi oleh praktik fandom melalui media sosial serta peran agensi sebagai industri. Penelitian ini menemukan bahwa timbul perilaku fanatisme oleh fandom seiring dengan konsumsi photocard. Studi ini menyimpulkan bahwa praktik fandom dalam mengonsumsi photocard NCT mengarah kepada commodity fetishism, karena fandom menganggap bahwa nilai komoditas mempengaruhi penilaian diri seseorang.
......Through this article, analysis about how the practice of commodity fetishism arises in fandom's consumption of NCT photocards will be conducted. This research was conducted using a literature review method to look at the findings that indicate an indication of commodity fetishism in fandom interactions with photocard consumption. Based on the study, it can be seen that the consumption of NCT photocards is carried out by fans to fulfill self- actualization and social prestige. Commodity fetishism that occurs is also influenced by fandom practices through social media and the role of agencies as an industry. This study found that fandom behavior arises along with photocard consumption. This study concludes that fandom's practice of consuming NCT photocards leads to commodity fetishism, because fandom assumes that the value of commodity influences a person.
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2022
MK-pdf
UI - Makalah dan Kertas Kerja Universitas Indonesia Library
Aisyah Fitrianita Safitri
Abstrak :
Jepang sebagai negara dengan teknologi maju telah memproduksi bermacam- macam hiburan sebagai komoditas dalam berbagai macam media dan bentuk. Skripsi ini akan membahas mengenai fetisisme komoditas pada konsumen otome game yang terbagi menjadi tiga bagian. Pertama, akan dijelaskan mengenai sejarah video game dan otome game di Jepang diikuti dengan penjelasan mengenai konsep fetisisme komoditas. Kemudian pada bagian kedua akan membahas lapisan terluar dari otome game, yaitu budaya pop Jepang yang dikhususkan pada industri hiburan dua dimensi. Selanjutnya akan dibahas mengenai industri merchandising disebut dengan goods di Jepang, seperti jenis- jenis goods yang dapat ditemukan di Jepang serta membahas bagaimana fetisisme terbentuk dengan goods sebagai objek fetish. Pada bagian ketiga, skripsi ini akan membahas mengenai apa itu otome game dan eksistensinya di masyarakat Jepang modern. Pada akhir pembahasan akan dibahas mengenai terbentuknya fetisisme komoditas terhadap karakter laki-laki dalam otome game.
......
As one of technically advanced countries, Japan has produced many kinds of entertainment as a commodity into various media and forms. This thesis will explain about commodity fetishism in Japanese otome game consumers which will be divided into three sections. First, this thesis will explain the history of video game and otome game in Japan followed by explanation of the concept of commodity fetishism. Second, this thesis will explain the outermost layer of otome game, which is Japanese pop culture that is focused towards two dimensional entertainment industry. It will also explain about merchandising referred as goods industry in Japan, such as kinds of goods that you can find in Japan, and how fetish is formed with goods as the object of fetish. Third, this thesis will explain what is otome game and its existence among modern Japanese society. By the end of this thesis it will be explained too how fetishism is formed towards male character in otome game.
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2016
S66452
UI - Skripsi Membership Universitas Indonesia Library