scholarly journals Self Presentation dalam Kehidupan Virtual

2016 ◽  
Vol 13 (1) ◽  
pp. 93
Author(s):  
Ita Musfirowati Hanika

Abstract: The Sims 4 is a life simulation digital game, wherein the player can create and manage their virtual world. This research aims to reveal the players’ ideas in constructing their virtual world in this game. It is a qualitative research, using indepth interview to collect the data. Based on Ervin Goffman’s dramaturgy theory, “The presentation of self in everyday life”, this research concludes that The Sims 4 is played like a “real” life to create the expected self-image in the real world.Abstrak: Permainan digital The Sims 4 merupakan permainan simulasi kehidupan yang memberi kesempatan pemainnya untuk menciptakan dan mengatur dunia virtualnya. Tujuan penelitian ini adalah untuk mengungkapkan gagasan yang mendasari pemain dalam mengonstruksi dunia mereka dalam permainan digital. Penelitian ini merupakan penelitian kualitatif dengan wawancara mendalam sebagai metode pengumpulan data. Menggunakan teori dramaturgi Ervin Goffman, “The presentation of self in everyday life”, penelitian ini menyimpulkan bahwa permainan The Sims 4 dijalankan layaknya kehidupan “real” untuk menciptakan citra diri yang diharapkan di dunia nyata.

2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Sarwani Sarwani ◽  
RR Dewi Anggraeni ◽  
Annissa Rezki

  Abstract:Every job that utilize services and human resources certainly requires a salary for payment. This fee will be used to fulfill the necessities of life, both for personal needs of workers, and other needs including household necessities. However, it is undeniable that in the reality of granting wage, it often experiences some obstacles, either caused by workers or from the company itself. Consequently, this creates a conflict that requires resolution. Therefore, it is necessary to manage this conflict resolution of labor or workers' earning according to the Indonesian labour law. This study applied qualitative research methods with a literature and empirical approach. Data are collected through the analysis of legislation and phenomenon that occured in the real life. The results of study revealed that there are still many conflicts over payment of labor wages, so the companies have to apply labor salary’s management based on applicable regulations. Thus, it is necessary to practice the resolution of disputes in this matter maximally, particularly related to the provision of a reasonable wage between the workers and the company.Keywords: Conflict Resolution, Labor Wages, Companies Abstrak:Setiap pekerjaan yang menggunakan jasa dan tenaga manusia sudah pasti membutuhkan upah untuk pembayarannya. Upah inilah yang nantinya akan digunakan untuk memenuhi kebutuhan hidup, baik pribadi pekerja, maupun kebutuhan lainnya termasuk kebutuhan rumah tangga. Namun tidak dapat dipungkiri bahwa dalam realita pemberian hak upah, kerap mengalami kendala, baik yang disebabkan dari buruhnya maupun dari pihak perusahaan pemberi upah. Sehingga hal ini menimbulkan konflik yang membutuhkan penyelesaian. Oleh karenanya dibutuhkan manajemen penyelesaian konflik sengketa pemberi upah buruh atau pekerja ini, dengan didasarkan undang-undang ketenagakerjaan Republik Indonesia. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan literatur dan empiris. Data yang didapat melalui analisis peraturan perundang-undangan dan fenomena yang terjadi di lapangan.  Hasil penelitian menyatakan bahwa masih terdapat banyak konflik pembayaran upah buruh, sehingga perusahaan harus mampu menerapkan manajemen pemberian upah layak buruh yang didasarkan aturan yang berlaku. Oleh Karena itu perlu dilakukannya praktik penyelesaian sengketa dalam persoalan ini secara maksimal, khususnya terkait pemberian upah yang layak antara pihak buruh dan perusahaan.Kata kunci: Penyelesaian Sengketa, Upah Buruh, Perusahaan


1996 ◽  
Vol 19 (2) ◽  
pp. 211-228 ◽  
Author(s):  
Asher Koriat ◽  
Morris Goldsmith

AbstractOur response to the commentators covers four general issues: (1) How useful is our proposed conceptualization of the real-life/laboratory controversy in terms of the contrast between the correspondence and storehouse metaphors? (2) What is the relationship between these two metaphors? (3) What are the unique implications of the correspondence metaphor for memory assessment and theory? (4) What are the nature and role of memory metaphors in memory research? We stress that the correspondence metaphor can be usefully exploited independent of the real-life/laboratory controversy, but that a variety of other metaphors, including the storehouse, should also be utilized in order to more fully capture the myriad facets and functions of memory in everyday life.


2018 ◽  
Vol 3 (2) ◽  
pp. 178
Author(s):  
Mas Darul Ihsan

There are so many speeches delivered by such famous people in this world. But, if we are asked to give the point of view about the impact of each speech delivered then the speech from Martin Luther King Jr. will convey the high meaning in term of rethorical speech especially the content and the context about the concepts of repetition found. The speech was on 28th of August 1963, at the Lincoln Memorial, Washington D.C in a verbal ways and its text become the secondary data to be analyzed with much focus on emphasizing phrases, words or sentences. By using the concept of rethoric perspective through repetition such as anaphora, epistrophe and epizeuzis, the researcher wants to know the values behind the repetition. That is why, the analysis is using the descriptive qualitative research on taking the secondary data that has been adapted from the video and the text of the speech itself. The conclusion especially on the ideas of repetition are that Martin Luther King Jr. tries to make sure his audiences about that 1) the repetition is something more that the meaning itself, it is above. 2) The struggle, it is something true, needs to be realized in the real life, and adds the weight of the expection to be equal and free.


2016 ◽  
Author(s):  
Felix D. Schönbrodt ◽  
Jens B. Asendorpf

Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article we introduce an online virtual social environment, which is inhabited by autonomous agents including the virtual spouse of the participant. Participants can freely explore the virtual world and interact with any other inhabitant, allowing the expression of spontaneous and unprompted behavior. We investigated the usefulness of this game for the assessment of interactions with a virtual spouse and their relations to intimacy and autonomy motivation as well as relationship satisfaction with the real life partner. Both the intimacy motive and the satisfaction with the real world relationship showed significant correlations with aggregated in-game behavior, which shows that some sort of transference between the real world and the virtual world took place. In addition, a process analysis of interaction quality revealed that relationship satisfaction and intimacy motive had different effects on the initial status and the time Course of the interaction quality. Implications for psychological assessment using virtual social environments are discussed.


2016 ◽  
Vol 15 (2) ◽  
pp. 103
Author(s):  
Nuriyatul Lailiyah

In real life we often took identity as something given. Social media gave users the opportunity to present themselves as they wished. Social media gave chances to people to choose the kind of person they wished to be in social medai. People could then construct their identity the same as or different from their true selves in the real world.This study aimed to identify and understand the self-presentation of social media users in the construction of identity in social media and identity in real life. The study was conducted through the methods of phenomenology and avatar research. Data was gathered by by in-depth interviews and observations in informants social media accounts.The results showed several findings, namely: construction of identity in social media take the positive part of identity in the real world, informants consistently set a certain image in the social media in match to their expectations, social media became a mean of users personal branding. Informants also divided into two categories: first, the group that consistently maintain the image they were trying to build. second, groups that occasionally appeared different from the image they wanted to construct.


TEM Journal ◽  
2020 ◽  
pp. 1252-1261
Author(s):  
Sitti Fithriani Saleh ◽  
Purwanto Purwanto ◽  
Sudirman Sudirman ◽  
Erry Hidayanto

This study aimed to expose pre-service elementary school teachers' awareness of selecting and using real-life context in the problems they posed. The participants of this study were asked to create mathematical problems. The findings showed that some of the participants were more focused on the mathematical concepts and procedures, but tended to ignore the contexts of the problems proposed. As a result, they created problems using numbers and stories that are not relevant to everyday life or are termed pseudo-problems. Some of the real-problems submitted by the participants were not based on an awareness of problem-context relevance.


Author(s):  
Stephanie Yumansky

This paper will explore the realm of virtual identity within the context of the online virtual world, Second Life. The creation of virtual identities involves the complex process of constructing an online self-presentation. With the prevalence of online forums and virtual reality, ordinary people are crafting identities online and digressing from their actual identities in real life. In order to explain this phenomenon, I draw on narrative theory's conceptualization of character in order to understand how people craft online identities.


Author(s):  
Egor Komarov ◽  
Dmitry Zhdanov ◽  
Andrey Zhdanov

Caustic illumination frequently appears in the real life, however, this type of illumination is especially hard to be rendered in real-time. Currently, some solutions allow to render the caustic illumination caused by the water surface, but these methods could not be applied to the arbitrary geometry. In the scope of the current article, we present a method of real-time caustics rendering that uses the DirectX Raytracing API and is integrated into the rendering pipeline. The method is based on using additional forward caustic visibility maps and backward caustics visibility maps that are created for light sources and the virtual camera correspondingly. The article presents the algorithm of the developed real-time caustics rendering method and the results of testing its implementation on test scenes. The analysis of the dependence of the rendering speed on the depth of specular ray tracing, the number of light sources, and the number of rays per pixel is carried out. Testing shows promising results which can be used in the modern game industry to increase the realism of the virtual world visualization.


2021 ◽  
Author(s):  
Jason Cassidy

This major research paper investigates the corporate blog as a tool for strategic communication. Using Erving Goffman’s Self‐Presentation Theory, it draws parallels between the use of a blog and the strategic presentation of self as outlined in The Presentation of Self in Everyday Life and the communication tactics used by Rogers Communication and Radian6. It ultimately concludes that each company communicates key messaging differently based on their presumed objectives for the medium.


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