cover
Contact Name
Bayu Dwi Nurwicaksono
Contact Email
bayudn@polimedia.ac.id
Phone
+6221-7864755
Journal Mail Official
jurnalmediasi@polimedia.ac.id
Editorial Address
Kampus Politeknik Negeri Media Kreatif (Gedung A, Lantai 1) Jalan Srengseng Sawah No. 17 RT/RW 008/003, Kel. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, Prov. DKI Jakarta, Indonesia 12640
Location
Unknown,
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INDONESIA
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi
ISSN : 27219046     EISSN : 27210995     DOI : https://doi.org/10.46961/mediasi.v3i3
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi aims to publish articles related to the latest developments in communication science, media, and language studies in the creative industries. COMMUNICATION STUDIES marketing communication brand image advertising public relations popular culture interpersonal communication organizational communication intercultural communication cross-cultural communication mass communication MEDIA STUDIES study of new media including social media and digital media (augmented reality, virtual reality, podcast) media political economy media (video, film, photography, advertising, music, animation) learning Media mass media including electronic media radio and television and print media book media design interactive game LANGUAGE STUDIES discussion about literacy literature language teaching critical discourse analysis writing learning translation forensic linguistics speech therapy language building text psycholinguistics lexicography comparative linguistics computational linguistics anthropolinguistics pragmatics
Articles 85 Documents
RADIO DI TENGAH ARUS PERKEMBANGAN TEKNOLOGI DAN MEDIA BARU: STUDI KASUS SEGMEN SIARAN CERITA LAGU CINTA DELTA FM Cempaka, Putri Surya
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

This article discussed radio broadcasting technology in general and how the industry is relatively resilient amid the development of other media technologies today, such as the Internet. Internet technology is able to present number of social networks through social media that are interactive, direct, and user generated. In addition, the Internet forces conventional broadcasting industries such as radio to penetrate digital mechanisms by practicing radio streaming. Radio broadcasting also add this type of interaction to their listeners, for example through websites, blogs, vlogs (video blogs), Twitter, Instagram, Snapchat, and Facebook accounts. This integrated conventional media technology and new media is often called media convergence. By using qualitative approach and descriptive method, this paper explained a case of media convergence by one of the radio broadcast station in Indonesia that is Delta FM. As a result, Delta FM presents its broadcasts with the help of new media in order to survive in the broadcasting industry amid the current widespread use of new media.Keywords: Radio broadcasting, technology, new media, media convergence
DEKONSTRUKSI KOMUNIKASI POLITIK PADA PELAYANAN E-COMMERCE (PERSPEKTIF ANALISIS WACANA KRITIS FAIRCLOUGH) Susanto, Adi
MEDIASI Vol 1, No 2 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

Deconstruction of Political Communication on E-Commerce Services (The Perspective of Fairclough’s Critical Discourse Analysis). This research is motivated by crime issues that have developed into various social crimes, such as cyber crime, psychological crime, economic crime, and political crime. In the digital era, the crime of political communication is new because this form of crime is sublimated in e-commerce which tends to appeal to all E-Commerces. Critical discourse analysis offers a critical perspective in addressing the latest phenomena facing humans in the E-Commerce. Specifically, the phenomenon of technology whose development is increasingly fast and uncontrollable. The purpose of this study is to reveal various forms of political communication crime through critical discourse analysis. The method used in this research is the library method. The results showed that the crime of political communication in the E-Commerce occurred through the medium of the Digital Market as a medium of political communication.
EKSISTENSI MEDIA MASSA KONVENSIONAL DI TENGAH TERPAAN MEDIA BARU (NEW MEDIA) Yulianti, Tika
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

The presence of new media (new media) based on Computer Mediated Communication (CMC) that relies on Internet connection is undeniable to change social order in the community. Thus, the existence of the conventional media became a question in the middle of the new media was presented in the social order. Based on Nielsen study in 2018, Indonesian consumers now spend an average of 5 hours every day consuming content, either through conventional media or the Internet. The research also shows that the TV viewing duration is still the highest, which is an average of 4 hours and 53 minutes per day, the duration of accessing the Internet is the second highest which is an average of 3 hours 14 minutes per day; followed by listening to Radio (2 hours 11 minutes), reading the newspaper (31 minutes) and reading the magazine (24 minutes). Beside that, the increase in Internet consumption makes dual-screen habits between digital media and conventional media becomes something common. There are at least 50 percent duplication between TV and Digital, 62 percent duplication on Radio vs Digital, while the print and Digital Media duplication reaches 72 percent. Based on the description, the convergence becomes one of the keys on mass media existence in the present era.Keywords: Conventional Media, New Media, Existence, Convergence, CMC, Conglomeration
TANTANGAN PELAKU PENERBITAN DI ERA INDUSTRI 4.0: SEBUAH TINJAUAN Suhendra, Muhammad Fadly; Helmiawan, Martinus; Indraswari, Noviastuti Putri
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

The era of industry 4.0 is a digital revolution characterized by the fusion or collaboration between cyber and automation technology. Not only in production processes, but also in almost all parts of economic value chains thus new business model based on digital technology to achieve high efficiency and better quality is created. As a part of creative industry, publishing faces the development and demand to change brought by industry 4.0, from business model, product and services innovation, to marketing and target users. This paper explains the development, challenge, opportunity, and effort related profession disruption faced by publishing professionals in industry 4.0 era. The review in this paper was done by conducting literature and empirical studies. The result shows that publishing professionals must strive to transform mindset and work process in publishing world. Those transformation can be achieved by competency improvement through increasing knowledge in publishing management, building coopetition between fellow publishing professionals, and consistent orientation for users’ needs. It is important for publishing professionals to view this phenomenon as a challenge that brings many possibilities for the development towards publishing 4.0  Keywords: Publishing professionals, Disruption, Publishing 4.0, Transformation
STUDI KASUS KONTEKS KOMUNIKASI LIVE GAMERS PADA FACEBOOK GAMING Yakob, Freddy
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

This article discussed the development of technology information which has incorporated the most things in life, Internet technology is one of them. The Internet is recognized not only as channel for one-to-one communication, but also as one-to-many communication. Other than that, because of Internet technology, one can broadcast anything for everyone to watch. Facebook is one of the platform which become most popular social media who can broadcast videos by using feature “Facebook Gaming” that will allow anyone to broadcast themselves while playing games. According to data showed in July 2019, Indonesia was the second largest country in watching live broadcast gamers online. Using qualitative approach and descriptive method, this article described about communication context carried out by these live gamers to their audience. Result showed live gamers not only doing mass communication, but also doing interpersonal communication context in which gave space between communicator and communicant that they are discussed things more than just about the games.Keywords: Live Streaming, Internet, Media Social, Interactive Communication
THE POPULARITY FAERLINA US – WORLD OF WARCRAFT CLASSIC SERVER: A GAME STUDY USING QUALITATIVE RESEARCH METHOD ON THE WORLD OF WARCRAFT CLASSIC GAME SERVER Tobing, Deddy Stefano H
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

game World of Warcraft Classic (WoW Classic), a MMORPG (Massively Multiplayer Online Role Playing Game) game version which is one of the World of Warcraft game version released on 26 August 2019. This study uses several qualitative research methods, namely participatory observation, in-depth interviews, and studies of previous studies. The results of this study indicate that the popularity of Faerlina US tends to be driven by the popularity of twitch.tv streamers who play on these servers. This research also shows that Faerlina has also become popular because it is interesting to be a place to conduct economic activities such as selling virtual items and conducting gold-virtual currency transactions into real money. Keywords: MMORPG; WoW Classic; Twitch.tv; Game Server; Faerlina
PERAN DUTA WISATA DALAM PEMBENTUKAN CITRA KOTA PALU PASCA BENCANA ALAM MELALUI INSTAGRAM Zaenuddin, Sumarni; Arifin, Donal
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

The purpose of research is to know the role of tourist ambassadors in the formation of the image of Palu City after the natural disasters through Instagram. The method used is qualitative with a case study approach withdrawal of informant using purposive sampling. Research findings show that in the effort to build imagery through Instagram, the main thing that is done by tourist ambassadors (Randa'a ante Kabilasa) is by changing the perception of society as a follower through the publication of various kinds of information/content both in the form of images, texts, and videos about the city of Palu affected by natural disasters but able to rise to a better change, i.e. the activity of public that return to normal in the field of economics and culture. Furthermore, the improvement of land road infrastructure, air (airport) and the sea (port) is the main focus of the government. Keywords: Instagram, Imagery, Natural Disasters, Palu City
PENGARUH TERPAAN AKUN INSTAGRAM @VISITBOGOR DAN UNGGAHAN FOTO WISATA ALAM TERHADAP MINAT BERKUNJUNG FOLLOWERS (Studi Empiris Minat Berkunjung di Wisata Alam Kota Bogor) Anjani, Nuri Ayu; Hartanto, Eko
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

This research is conducted with the aim of knowing the impact of the Instagram account @visitbogor to the interest in visiting the followers, knowing the effects of uploading natural travel photos on a visiting interest of followers, knowing the impact of Instagram account @visitbogor and uploading of natural travel photos to the interest of visiting followers. This research samples a total of 400 respondents with purposive sampling techniques filtered on the basis of certain criteria. The study uses the S-O-R theory. The data analysis methods in this study used multiple linear regression analyses and hypothesis testing using the T test and F test with the help of SPSS version 22. Acquired regression coefficient value Y = 2.160 + 0.163 X1 + 0.720 X2, relationship level correlation value is said to be strong because it exists at a 0.60-0,799 interval of 0.730 with a percentage of 73% coefficient of determination value of 0.533 which means that 53.3% of visiting interest in followers is influenced by the Instagram account is presented @visitbogor and upload of nature tourism photos with H1 received based on the results of Thitung (2.195) Ttabel (1.966) on a 0.05. H2 received according to Thitung (20.230) Ttabel (1.966) on sig α = 5% with sig value of 0.000 0.05. H3 is received based on the result of Fcalculate (226.196) Ftabel (3.86) on a sig α = 5% with a sig value of 0.000 0.05. The results showed a significant influence between the variables of the Instagram account's cast @visitbogor and the uploading of natural tourist photos of the followers ' visiting interests.Keywords: Instagram Account, Photo Uploads of Nature Attractions, Visiting Interests, S-O-R theory
The Challenges of the Publishers in the Industrial Era 4.0: A Review Muhammad Fadly Suhendra; Martinus Helmiawan; Noviastuti Putri Indrasari
MEDIASI : Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi Vol 1, No 1 (2020): January
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (981.42 KB) | DOI: 10.46961/mediasi.v1i1.397

Abstract

The era of industry 4.0 is a digital revolution characterized by the fusion or collaboration between cyber and automation technology. Not only in production processes, but also in almost all parts of economic value chains thus new business model based on digital technology to achieve high efficiency and better quality is created. As a part of creative industry, publishing faces the development and demand to change brought by industry 4.0, from business model, product and services innovation, to marketing and target users. This paper explains the development, challenge, opportunity, and effort related profession disruption faced by publishing professionals in industry 4.0 era. The review in this paper was done by conducting literature and empirical studies. The result shows that publishing professionals must strive to transform mindset and work process in publishing world. Those transformation can be achieved by competency improvement through increasing knowledge in publishing management, building coopetition between fellow publishing professionals, and consistent orientation for users’ needs. It is important for publishing professionals to view this phenomenon as a challenge that brings many possibilities for the development towards publishing 4.0 
The Popularity of Faerlina US - World of Warcraft Classic Server: Game Study Using Qualitative Research Methods on the World of Warcraft Classic Game Server Deddy Stevano H. Tobing
MEDIASI : Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi Vol 1, No 1 (2020): January
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (302.894 KB) | DOI: 10.46961/mediasi.v1i1.398

Abstract

This research discusses the popularity of Faerlina US which is one of the game server of the game World of Warcraft Classic (WoW Classic), a MMORPG (Massively Multiplayer Online Role Playing Game) game version which is one of the World of Warcraft game version released on 26 August 2019. This study uses several qualitative research methods, namely participatory observation, in-depth interviews, and studies of previous studies. The results of this study indicate that the popularity of Faerlina US tends to be driven by the popularity of twitch.tv streamers who play on these servers. This research also shows that Faerlina has also become popular because it is interesting to be a place to conduct economic activities such as selling virtual items and conducting gold-virtual currency transactions into real money.