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2022 ◽  
Author(s):  
Bakdiyatul Mukarromah ◽  
Jihan Aqil Rihhadatul 'Aisy ◽  
Moses Glorino Rumambo Pandin

The internet is one of the impacts of new technology development, which can be used to find out the culture that exists in certain regional areas. The swift enlargement of information and communication technology has affected the public culture, both in the form of positive and negative impacts. Improvements and technological advances offered in this era make it easier for the community to access many things, one of which is entertainment media such as Netflix. Netflix's new series entitled “Squid Game” is being watched by millions of people around the world because of its unique storyline; it tells the story of a group of adults who are deeply in debt, who struggle to get a prize worth billions of Won (the official currency of South Korea) with their lives at stake. Unfortunately, the young generation nowadays is only a drama connoisseur who just follows trends, without exploring the messages and values contained in them. Therefore, the author analyzes the Netflix series "Squid Game" using an axiological approach as an effort to increase awareness of social issues among generation Z. This study uses a qualitative method with google form as an observation instrument and relevant literature sources. Academically, this research is hoped to contribute to science development which is related to the philosophy of science, and axiology in particular. Practically, it is hoped that it can be useful for readers, especially as a stimulant in the practice of axiological thinking in everyday life. This research shows that Generation Z at first was not aware of the social issues contained in the Squid Game. However, after getting a little stimulant, they can identify social issues that occur in the Squid Game, compare them with social issues in Indonesia, and consider Squid Game as a way to increase awareness of Generation Z on social issues.


2022 ◽  
pp. 26-34
Author(s):  
Sonali Sagar Kharade

Digital technology in general and social media in particular entail both positive as well as negative impacts on the psyche of the adolescents. The current generation of gen-z has grown up in a media-saturated world. However, it is pretty difficult to judge how media exactly influences their lives. It's commonly observed that social media platforms help saving time establishing contact with our acquaintances. The excessive use of it however leads to various negative repercussions. This may include cyber bullying, low self-esteem, gaming addiction, and less time devoted for doing physical activities. Playing indoor and outdoor games makes adolescents physically fit and mentally healthy. There are however various video games on social media gaming platforms that affect their creativity and logical thinking in an adverse manner. Negative consequences of video game addiction can lead to many problems such as severe body-ache, skin blisters, weakened eyesight, and insomnia. Long-term addiction could lead to obesity, weakness or numbness in the hands, and even blood clots.


2022 ◽  
pp. 846-866
Author(s):  
Ji Soo Lim

To understand the influence of video games on the player, several important questions must be answered. First, what accounts for the higher level of engagement in digital games relative to other entertainment media? Furthermore, what kind of experience does the player have during gameplay? Specifically, what does the player think when he or she interacts with other characters in the game? This study examines digital games with a focus on the interaction between the game itself and the person playing it. Among the various social behaviors elicited by digital games, much attention has been given to players' prosocial behavior within the context of a game's virtual world. A multidimensional view of behavior is used to analyze the game's situational contexts and players' interpretation of behavior.


2021 ◽  
Vol 12 (3) ◽  
pp. 155-171
Author(s):  
Febriana Widia ◽  
Melati Rosanensi ◽  
Lela Rahmawati

Multinational corporations (MNCs) are non-state actors who have a significant role in international relations. Globalization has facilitated the development of MNCs as well as the transformation of media. It impacts the presence of multinational entertainment media companies operating with the SVOD (Subscription video-on-demand) system like Netflix and Blockbuster. Netflix chooses Indonesia as one of its potential markets. However, Netflix has to face new competitors and resolve several obstacles and regulations from other companies and governments in Indonesia. This research aims to find out and analyze the strategy of Netflix is dominating the Entertainment Media market in Indonesia with the concept of MNC, international strategy, and competitive advantages. This research used a qualitative approach with descriptive methods where the data collection came from secondary data such as books, academic literature, and news portals. In data analysis, the researcher reviews and draw an explanation regarding the phenomenon. The strategies and efforts made by Netflix can make Netflix become the number one choice for the SVOD platform in the Indonesian market based on the supremacy that Netflix has, especially in providing original content. By developing its strategy, Netflix can continue to internationalize its product services in the Indonesian market.


2021 ◽  
pp. 118-151
Author(s):  
Gordon Braxton

Chapter 6 considers the “heroes” of Black boys and identifies some of the current and historical messages from entertainment media, with a particular focus on hip-hop and R&B music. The film industry is also discussed as a potential site where positive messaging can occur. The need to defend these heroes is examined, and discussion of their faults is presented as a window for having difficult conversations with boys. Informed by the social-ecological model, the chapter closes by asking about the appropriate standards to which celebrities should be held and challenging the reader to fill the moral voids vacated by media figures.


2021 ◽  
Vol 5 (1) ◽  
pp. 110-134
Author(s):  
Atiqa Rana Fergus Putri ◽  
Arie Kusuma Paksi

Multinational corporations (MNCs) are non-state actors who have a significant role in international relations. Globalization has facilitated the development of MNCs as well as the transformation of media. It impacts the presence of multinational entertainment media companies operating with the SVOD (Subscription video-on-demand) system like Netflix. Netflix chooses Indonesia as one of its potential markets. However, Netflix has to face new competitors and resolve several obstacles and regulations from other companies and governments in Indonesia. This research aims to find out and analyze the strategy of Netflix is dominating the Entertainment Media market in Indonesia with the concept of MNC, international strategy, and competitive advantages. This research used a qualitative approach with descriptive methods where the data collection came from secondary data such as books, academic literature, and news portals. In data analysis, the researcher reviewing and draw an explanation regarding the phenomenon. The strategies and efforts made by Netflix can make Netflix become the number one choice for the SVOD platform in the Indonesian market based on the supremacy that Netflix has, especially in providing original content. By developing its strategy, Netflix can continue to internationalize its product services in the Indonesian market. Keywords: Netflix, Strategy, Subscription Video on Demand (SVOD), Indonesia, Multinational Corporations (MNC)


2021 ◽  
Author(s):  
◽  
Jimmy Gray

<p>The past two decades has seen an explosion of electronic media that has changed the way society is structured, and the way in which people interact with one-another. This technological change is forcing the library to question its functional role in society. Books are currently the predominant form of information and entertainment media represented. If this continues the library will struggle to assert its relevance in the future. This thesis analyses the public library, establishing an appropriate distinction between the formalities of the traditional library space and that suitable for a library in the information age. It acknowledges historical influence, and the library user’s role in establishing a truly public enterprise. It builds upon these influences through architectural analysis and experimentation to find one architectural design solution that re-establishes the public library typology. The outcome of this research identifies a strong future for the public library, but states that its physical and organisational form needs to be re-established. It finds that technology and architecture offer new opportunities useful for reinterpreting the typology. The thesis concludes that the implications of digital representation do not limit the public library to virtual space, but rather it can become a space that mediates the new emerging boundaries between digital and analogue by acknowledging the interaction between people.</p>


2021 ◽  
Author(s):  
◽  
Jimmy Gray

<p>The past two decades has seen an explosion of electronic media that has changed the way society is structured, and the way in which people interact with one-another. This technological change is forcing the library to question its functional role in society. Books are currently the predominant form of information and entertainment media represented. If this continues the library will struggle to assert its relevance in the future. This thesis analyses the public library, establishing an appropriate distinction between the formalities of the traditional library space and that suitable for a library in the information age. It acknowledges historical influence, and the library user’s role in establishing a truly public enterprise. It builds upon these influences through architectural analysis and experimentation to find one architectural design solution that re-establishes the public library typology. The outcome of this research identifies a strong future for the public library, but states that its physical and organisational form needs to be re-established. It finds that technology and architecture offer new opportunities useful for reinterpreting the typology. The thesis concludes that the implications of digital representation do not limit the public library to virtual space, but rather it can become a space that mediates the new emerging boundaries between digital and analogue by acknowledging the interaction between people.</p>


2021 ◽  
pp. 1-16
Author(s):  
Sarah Bachleda Fioroni ◽  
Amanda D. Lotz ◽  
Stuart Soroka ◽  
Dan Hiaeshutter-Rice
Keyword(s):  

2021 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Viet-Phuong La ◽  
Tam-Tri Le ◽  
Nguyen Thanh Thanh Huyen ◽  
...  

Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.


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