A PRE-TEST LOGO AND ADVERTISING “MARI KEMBALI KE DESA” SOCIAL CAMPAIGN TO MOTIVATE FIRST JOBBERS WANDERERS IN JAKARTA

Author(s):  
Vashti Trisawati Abhidana ◽  
Novi Dila Kana

Urbanization in Indonesia brings a complex problem in the cities. People from the rural area perceive big city will bring more prosperity than living in their village. However, some young adults who lived in the urban area because of their work, think about to groom and grow their own village to make the community alive and make some changes. Therefore, through the social campaign “Ayo Kembali Ke Desa” created by one of the graphic design new media students (GDNM), is motivating young adults to go back to the village. In this paper is conducting a pretest for campaign logo and promotional materials that has been created, because in social campaign conducting a pre-test test is a mandatory before launching the campaign. To test the logo and advertisement materials, the researchers use the approach of Seven Steps Paul Rand Logo test and Ten Elements of Advertisement Test. Through qualitative research with focus group discussion, the campaign has good prospect gain the interest of the target audience with several adjustments, especially in logo and series of print advertisements; however, for TV commercial the visual needs more emotional approach scenes.

2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


Author(s):  
Christo Sims

In New York City in 2009, a new kind of public school opened its doors to its inaugural class of middle schoolers. Conceived by a team of game designers and progressive educational reformers and backed by prominent philanthropic foundations, it promised to reinvent the classroom for the digital age. This book documents the life of the school from its planning stages to the graduation of its first eighth-grade class. It is the account of how this “school for digital kids,” heralded as a model of tech-driven educational reform, reverted to a more conventional type of schooling with rote learning, an emphasis on discipline, and traditional hierarchies of authority. Troubling gender and racialized class divisions also emerged. The book shows how the philanthropic possibilities of new media technologies are repeatedly idealized even though actual interventions routinely fall short of the desired outcomes. It traces the complex processes by which idealistic tech-reform perennially takes root, unsettles the worlds into which it intervenes, and eventually stabilizes in ways that remake and extend many of the social predicaments reformers hope to fix. It offers a nuanced look at the roles that powerful elites, experts, the media, and the intended beneficiaries of reform—in this case, the students and their parents—play in perpetuating the cycle. The book offers a timely examination of techno-philanthropism and the yearnings and dilemmas it seeks to address, revealing what failed interventions do manage to accomplish—and for whom.


2020 ◽  
Vol 12 (17) ◽  
pp. 7081 ◽  
Author(s):  
Athapol Ruangkanjanases ◽  
Shu-Ling Hsu ◽  
Yenchun Jim Wu ◽  
Shih-Chih Chen ◽  
Jo-Yu Chang

With the growth of social media communities, people now use this new media to engage in many interrelated activities. As a result, social media communities have grown into popular and interactive platforms among users, consumers and enterprises. In the social media era of high competition, increasing continuance intention towards a specific social media platform could transfer extra benefits to such virtual groups. Based on the expectation-confirmation model (ECM), this research proposed a conceptual framework incorporating social influence and social identity as key determinants of social media continuous usage intention. The research findings of this study highlight that: (1) the social influence view of the group norms and image significantly affects social identity; (2) social identity significantly affects perceived usefulness and confirmation; (3) confirmation has a significant impact on perceived usefulness and satisfaction; (4) perceived usefulness and satisfaction have positive effects on usage continuance intention. The results of this study can serve as a guide to better understand the reasons for and implications of social media usage and adoption.


Author(s):  
Garima Sharma

This article explores the transition of youth from childcare institutions as young adults through the lens of youth identity and gender. The research revolves around rethinking the delicate boundaries of adolescence and adulthood for the ‘institutionalised’ youth that is already on the edge of the society. This research tries to understand and decode the experiences of youth, who have lived in the childcare institutions. The childcare institutions reinforce the gender roles through its practices and structure, enabling gaps and challenges for both male and female youth outside the childcare institutions. There is an absence of a strong mechanism, enabling the smooth transition of youth from childcare institutions to adulthood. This results in unprepared young adults for an unplanned transition, fostering several challenges on them as they exit the childcare system. This is a qualitative study. The research includes both male and female youth who have lived in childcare institutions situated in Delhi. The data was collected using semi-structured interviews with the youth. This study finds that youth leaving the childcare institutions are at higher risks of having negative adult outcomes in life. While there is an absolute absence of any body or mechanism to help the youth transit smoothly, childcare institutions reinforce the inferiority and exclusion on a child during the stay period, creating a foundation for youth to perceive the social factor outside the institutions.


2021 ◽  
pp. 205015792110050
Author(s):  
Sabrina Sobieraj ◽  
Lee Humphreys

Mobile dating apps like Tinder became very popular among young adults, and, in contrast to mobile dating websites, they were designed to create a more game-like experience. While it is well documented that seeking entertainment is one core motivation for mobile dating app use, the social nature of entertainment has garnered less attention. Therefore, in this paper we draw on research on entertainment in dating apps and the socio-physical contexts of use to identify patterned behaviors of heterosexual users. To do this, we employed a qualitative multi-phase research approach. First, we conducted 20 interviews with mobile dating app users. Based on the findings from that study, we conducted gender-specific focus groups and a discourse analysis to explore the social phenomena identified in phase one. Our findings suggest the fun of mobile dating is not just interacting with potential matches through the apps, but the use of the apps among one’s friends. These “dating games” are entertaining, but importantly mitigate potential social or physical risks of mobile dating. Unsurprisingly, notions of “play” across the interview, focus group, and discourse analyses reflect highly gendered practices surrounding mobile dating apps and different risks associated with such games.


2018 ◽  
Vol 60 (2) ◽  
pp. 127-139 ◽  
Author(s):  
Talha H Fadaak ◽  
Ken Roberts
Keyword(s):  

2015 ◽  
Vol 7 (4) ◽  
pp. 497-525 ◽  
Author(s):  
Donna L. Lybecker ◽  
Mark K. McBeth ◽  
Maria A. Husmann ◽  
Nicholas Pelikan

Author(s):  
Julia Boog-Kaminski

Artikelbeginn:[English title and abstract below] Kaum eine Zeit steht so sehr für die sexuelle Befreiung und Sprengung familialer Strukturen wie die 1968er (vgl. Herzog 2005). Kaum ein Märchen steht in der psychoanalytischen Deutung so sehr für den sexuellen Reifungsprozess und das Unabhängigwerden eines Kindes wie Der Froschkönig. Der vorliegende Artikel greift diese Verbindung auf, da gerade während der 68er-Bewegung verschiedene Wasser- und Amphibienfiguren in der Kinder- und Jugendliteratur (KJL) vorkommen, die stark an die Motive des Märchens erinnern. Frogs and CucumbersTransformed Men in Children’s and Young Adult Literature Since 1968 In psychoanalysis, the fairy tale The Frog Prince has attracted much interest as a narrative of sexual liberation. Placing this motif at the heart of Nöstlinger’s and Pressler’s ›antiauthoritarian classics,‹ this article puts forward a new reading of literature for children and young adults. Through the ambiguity of the frog figure – oscillating between nature and culture, consciousness and unconsciousness – these books chronicle, in their own manner, the social transformation associated with 1968. They portray the emancipation movement as a hurtful and paradoxical process instead of one that reproduces the myth of linear progress.


2021 ◽  
Vol 13 (2) ◽  
pp. 269-285 ◽  
Author(s):  
Ifeoma Theresa Amobi ◽  
Lambe Kayode Mustapha ◽  
Lilian Adaora Udodi ◽  
Oluwakemi Akinuliola-Aweda ◽  
Mogbonjubade Esther Adesulure ◽  
...  

This study examined the individual and collective influence of conspiracy theories, misinformation and knowledge revolving around COVID-19, on public adoption of the Nigerian government’s containment policies. The study adopted the Survey, and Focus Group Discussion (FGD) methods. For the survey, a sample of 466 respondents were drawn from Facebook, Instagram, Messenger and WhatsApp, while 24 participants were selected for the FGD. The Statistical Package for Social Sciences (SPSS) and thematic approach were used to analyse data generated from the study. Results revealed a COVID-19 conspiratorial thinking among survey respondents and FGD participants, who were also familiar with the orgy of unbridled dissemination of misinformation and conspiracy theories in the social media space. Majority of respondents were knowledgeable about government’s COVID-19 containment policies and were practicing the recommended safety measures. Their decision was influenced by trust in opinion leaders, especially family members and medical experts.


Author(s):  
Brenda Laskey ◽  
Lesley Stirling

This investigation of the discourse of Australian women in the ‘new media’ context of online special interest advice fora contributes to theory about the ways in which language encodes cultural practices and mediates the social construction of identity. The linguistic self-presentation of participants in 588 asynchronous written posts to wedding planning fora was analysed. Prevalent themes were identified inductively and the degree to which each identified theme was evident in the data was measured. The study uncovered ways in which group membership criteria were expressed and found that traditional ideals of feminine perfection were reinforced. A focus of the investigation was the ways in which the participants spoke about the wedding dress. At times, it was referred to using personification as though it were a proxy for a lover. On other occasions, it appeared to function as a representation of the writer’s idealized bridal self. It emerged as a highly significant cultural object which conferred a special but temporary identity.


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