scholarly journals PSEUDONYM AND PERSONA MANAGEMENT IN PSYCHOANALISYS APPROACH AMONG J-POP FANS IN SOCIAL MEDIA

2020 ◽  
Vol 6 (01) ◽  
pp. 035
Author(s):  
Pinckey Triputra ◽  
Rewindinar Rewindinar

ABSTRACT The development of communication technology makes a new form of persona management strategies. Facebook is one of social media, which can make the borders of public persona and private persona to be blurred and invisible. This research aims to explore the persona management in pseudonym practice through psychoanalysis approach by Japanese popular culture’s fans on Facebook by separating their personas in RL (Real Life) account and fannish account. This research is a qualitative research and using constructivism paradigm. Data collection was obtained by unstructured interviews submitted to two Facebook users. The data is then processed and analyzed interpretively. Study found that the main motive of fans using pseudonimity in social media is to avoid the stereotype threats from their real-life society. Virtual ethnography methods are also used which depart from virtual participatory observation methods for pseudonym accounts and participant RL accounts Study also found that there’s a new form of persona management strategies by using social media’s technology features such as blocking, unfriend-ing, and using privacy setting feature, and the other strategies. So, their persona is public yet private towards some audience. Keywords; fandom, persona, pseudonym, fans, popular culture. ABSTRAK Perkembangan teknologi komunikasi menciptakan bentuk baru dari strategi manajemen persona. Facebook adalah salah satu media sosial yang dapat membuat batasan sehingga persona publik dan privat menjadi kabur dan tidak terlihat. Penelitian ini bertujuan untuk mengeksplorasi manajemen persona dalam praktik pseudonim melalui pendekatan psikoanalisis yang dilakukan para fans budaya populer Jepang yang melakukan pemisahan persona mereka di akun RL (Real Life) dan akun fans. Penelitian kualitatif ini menggunakan paradigma konstruksivisme. Pengumpulan data diperoleh dengan wawancara tidak terstruktur yang diajukan kepada dua orang pengguna Facebook. Data kemudian diolah dan dianalisis secara interpretif. Metode virtual ethnography juga digunakan yang berangkat dari metode observasi partisipatif secara virtual untuk akun pseudonim dan akun RL partisipan. Temuan studi menunjukan terdapat motif utama dari fans yang menggunakan pseudonim dalam media sosial yaitu untuk menghindari ancaman stereotype dari kehidupan sosial yang nyata. Studi juga menemukan adanya bentuk baru dari strategi manajemen persona dengan menggunakan fitur teknologi sosial media seperti blocking, unfriend-ing, privacy setting dan lainnya. Dengan demikian persona mereka bersifat publik karena disebarluaskan melalui media sosial namun tetap bersifat pribadi dalam hubungannya dengan pengguna media sosial lainnya. Kata kunci; fandom, persona, pseudonim, fans, budaya populer

2020 ◽  
Vol 4 (1) ◽  
pp. 1-24
Author(s):  
Rivi Handayani ◽  
Heddy Shri Ahimsa-Putra ◽  
Christian Budiman

This article argues that the emergence of contents related to the Rambu Solo ritual on social media is a manifestation of the hegemonic ideology that was digitalized by the new generation of Toraja. Using the theoretical framework of mediatization, this article aims to explore how the hegemony of Rambu solo ritual operates in social media context, especially Instagram. By using virtual ethnography method, especially at the level of media documents and user experience, it can be explained that the mediatization of the hegemony of Rambu Solo rituals on social media are basically implying three things; firstly, the narrative about the Rambu Solo ritual on social media has given birth to a new form of interaction and communication in a broader scope; secondly, the narrative of Rambu Solo ritual on social media has made the media as a new domain to find meanings about the Rambu Solo ritual; and third, the narrative of Rambu Solo ritual indicates the accommodation efforts of the Torajanese new generation towards the rules that apply in the context of social media with the general characteristics of user-generated content. Realized it or not, the Torajanes new generation has voluntarily "continued" this ritual hegemony.


Koneksi ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 320
Author(s):  
Florentia Christina Monica ◽  
Ahmad Junaidi

The development of times from time to time was so increasing. Communication technology is one of them who got increased rapidly. This development of communication technology was also certainly in line with the development of human intelligence who got more creative and innovative this day. Social media is a form of media development, that we know them as a “new media”. There is a feature from Line Chat App called Line Open Chat (OC). OC is a group chat feature that made for users to join and reliable with other users who had same interests with anonymously, and one of which is a fans club category. There’s a phenomenon this day that comes from this fan culture in OC, named “roleplay” (RP). RP is a role game in a social media using other’s people characters (usually using an idol’s character). The players usually adapt their activities and life from real life, but in the RP’s world, their entire activities is the life that humans imagine and create for themselves. This phenomenon will form into a virtual community or a network society in a cyberspace, then with times goes by time this phenomenon will referring to a concept of social simulation and create a formation of a new world. This research uses a qualitative case study method.Perkembangan jaman dari masa kemasa semakin meningkat pesat, seperti pada teknologi komunikasi. Perkembangan teknologi komunikasi ini tentunya beriringan dengan perkembangan kecerdasan manusia yang semakin kreatif dan inovatif memanfaatkan media dan teknologinya. Salah satu bentuk perkembangan media tersebut adalah media sosial, yang kini kita kenal dengan sebutan “new media”. Contohnya adalah sebuah fitur dalam aplikasi chating Line, yaitu Line Open Chat (OC). OC adalah salah satu fitur obrolan grup yang dibuat agar para pengguna dapat bergabung dan berinteraksi dengan pengguna lainnya yang memiliki ketertarikan yang sama secara anonim, salah satunya kategorinya adalah fans clubs. Terdapat sebuah fenomena baru yang datangnya dari budaya penggemar ini dalam OC, yaitu roleplay (RP). RP merupakan sebuah permainan peran di media sosial dengan menggunakan karakter orang lain yang biasanya adalah sosok yang diidolakan. Biasanya dalam RP para pemainnya akan mengadaptasi aktifitas dan kehidupannya dari dunia nyata, hanya saja kehidupan ini adalah kehidupan yang dikehendaki dan dibuat sendiri oleh manusia, khususnya dirinya sendiri sebagai pemainnya. Fenomena ini kemudian akan membentuk sebuah komunitas virtual atau network  society dalam cyberspace yang lama kelamaan akan membuat sebuah simulasi sosial yang mengacu pada terbentuknya dunia baru. Penelitian ini menggunakan metode kualitatif studi kasus.


2020 ◽  
Vol 37 (s1) ◽  
pp. 25-39 ◽  
Author(s):  
Faltin Karlsen ◽  
Trine Syvertsen

AbstractThere is an emerging range of self-help guides advising users on how to minimise their interaction with media. The aim is to create a lifestyle and identity that is less media-centred and more grounded in “real life”. This article discusses media self-help in the light of theories of media domestication, highlighting processes where the aim is to reduce the importance of, rather than to incorporate, media and communication technology into users’ lives. Based on a sample of 30 guides from the self-help site Wikihow dealing with how to handle television, games and social media respectively, the article discusses media self-help strategies in relation to key concepts of domestication theory: appropriation, objectification, incorporation and conversion. In conclusion, the article argues that strategies of withdrawal and resistance should receive more attention in media studies, and point to the concept of reverse domestication as one way of highlighting such strategies.


2020 ◽  
Vol 14 (2) ◽  
pp. 261-266
Author(s):  
Lynda Susana Widya Ayu Fatmawaty ◽  
Condro Nur Alim

The research aimed at investigating how Lengger used the virtual sphere to negotiate their image to society. LenggerBanyumas was always stereotyped with the discourse of Queer, Gay, Bisexual, and Transgender (QGBT). Therefore, it ledto gender discrimination, not only on the stage but also in their daily life. Consequently, in this 4.0 era, Lengger neededto use social media in order to create a different image as an alternative way to negotiate the dancer’s gender identity.The method applied was Hine’s virtual ethnography method by applying Habermas theory. Respondents were interviewed virtually through video conference. Meanwhile, the data were collected through their Instagram. The results  show that Lengger constructs their image on social media to produce an image by performing double-identity; they are  feminine on the stage and masculine in real life. The first identity is a feminine dancer to reveal the image of a  professional drag dancer from Banyumas. However, Lengger elaborates the masculine identity in their dance performance by wearing the attribute of female dancers. Meanwhile, Lengger also reveals masculine identity in their real life. As identity is fluid, it indicates that the image will also never be fixed. Thus, this image is reproduced constantly in the virtual sphere as a negotiation towards society’s stereotyping.


HortScience ◽  
1998 ◽  
Vol 33 (3) ◽  
pp. 509e-509
Author(s):  
Robert P. Rice

The Cal Poly philosophy of “Learn and Understand by Doing” has been integrated with problem-based learning and the use of the latest technology to produce a class that closely simulates real-life pest control situations. Goals of the class, Disease and Pest Control Systems for Ornamental Plants, are to teach students pest monitoring, control and problem solving techniques, the use of resources including the internet and journals, and the use of the latest pest control equipment and application techniques. Students are shown pest situations and then work in groups to diagnose the problem, investigate management strategies, apply control measures, and monitor results. Weekly class presentations inform the class of the various projects and help to teach the class organization and presentation skills. Student evaluations and test performance have demonstrated that students achieve class objectives substantially better with the problem-based learning approach than with the previous lecture-based approach to the class.


2020 ◽  
Vol 35 (1) ◽  
Author(s):  
A. Can Kurtan ◽  
Pınar Yolum

AbstractImage sharing is a service offered by many online social networks. In order to preserve privacy of images, users need to think through and specify a privacy setting for each image that they upload. This is difficult for two main reasons: first, research shows that many times users do not know their own privacy preferences, but only become aware of them over time. Second, even when users know their privacy preferences, editing these privacy settings is cumbersome and requires too much effort, interfering with the quick sharing behavior expected on an online social network. Accordingly, this paper proposes a privacy recommendation model for images using tags and an agent that implements this, namely pelte. Each user agent makes use of the privacy settings that its user have set for previous images to predict automatically the privacy setting for an image that is uploaded to be shared. When in doubt, the agent analyzes the sharing behavior of other users in the user’s network to be able to recommend to its user about what should be considered as private. Contrary to existing approaches that assume all the images are available to a centralized model, pelte is compatible to distributed environments since each agent accesses only the privacy settings of the images that the agent owner has shared or those that have been shared with the user. Our simulations on a real-life dataset shows that pelte can accurately predict privacy settings even when a user has shared a few images with others, the images have only a few tags or the user’s friends have varying privacy preferences.


Author(s):  
Sebastiaan A. Pronk ◽  
Simone L. Gorter ◽  
Scheltus J. van Luijk ◽  
Pieter C. Barnhoorn ◽  
Beer Binkhorst ◽  
...  

Abstract Introduction Behaviour is visible in real-life events, but also on social media. While some national medical organizations have published social media guidelines, the number of studies on professional social media use in medical education is limited. This study aims to explore social media use among medical students, residents and medical specialists. Methods An anonymous, online survey was sent to 3844 medical students at two Dutch medical schools, 828 residents and 426 medical specialists. Quantitative, descriptive data analysis regarding demographic data, yes/no questions and Likert scale questions were performed using SPSS. Qualitative data analysis was performed iteratively, independently by two researchers applying the principles of constant comparison, open and axial coding until consensus was reached. Results Overall response rate was 24.8%. Facebook was most popular among medical students and residents; LinkedIn was most popular among medical specialists. Personal pictures and/or information about themselves on social media that were perceived as unprofessional were reported by 31.3% of students, 19.7% of residents and 4.1% of medical specialists. Information and pictures related to alcohol abuse, partying, clinical work or of a sexually suggestive character were considered inappropriate. Addressing colleagues about their unprofessional posts was perceived to be mainly dependent on the nature and hierarchy of the interprofessional relation. Discussion There is a widespread perception that the presence of unprofessional information on social media among the participants and their colleagues is a common occurrence. Medical educators should create awareness of the risks of unprofessional (online) behaviour among healthcare professionals, as well as the necessity and ways of addressing colleagues in case of such lapses.


2021 ◽  
pp. 147078532110337
Author(s):  
Serdar Yıldız ◽  
Necip Serdar Sever

This study investigates the effects of narrative ads, which differ in terms of narrative focus and brand prominence in a native advertising context. Considering the recent methodological debates about advertising and consumer experiments, we aim to design the research to be as realistic as possible. We produced video ad stimuli and published them as sponsored posts on Instagram to test the effects in a real-life setting. In this way, online engagement behavior was examined through social media metrics. The users who clicked on the ad were directed to the research website and asked to answer the scales of narrative transportation and attitude toward the ad. While the ads achieved different engagement results in line with their content features, transportation and attitude results demonstrate the superiority of narrative ads, which are product-oriented and with low brand prominence.


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