Internet is a medium that become increasingly in demand by
AbstrakInternet merupakan sebuah media yang semakin hari semakin diminati oleh masyarakat dari berbagai kalangan. Dengan adanya internet sebagai media baru memunculkan beberapa perubahan terhadap bagaimana seseorang dapat menyuarakan aspirasinya. Tujuan dari penulisan artikel ini adalah untuk melihat kelebihan-kelebihan media baru dalam meningkatkan partisipasi politik dan demokasi dibandingkan dengan media tradisional. Dengan adanya media baru, kita mempunyai harapan yang besar dalam demokrasi di Indonesia selama pemerintah beserta masyarakat menggunakannya dengan bijak. Kata kunci: media baru, demokrasi, partisipasi politik
Radio is an audio medium used to fulfil the needs the audience's need, both for information and entertainment. Radio provides a variety of information content and a choice of music. Amid technological developments, the presence of many choices of media to access news, entertainment, music, and other information has become a challenge for radio broadcasting. Now people have various choices of media to get information and listen to music. This research aimed to look at the choice of media, especially radio, from the audience and find out what makes radio remains the audience's choice for information, entertainment and listening to music compared to other new media, including the reasons and motivations of audiences to listen to the radio. The results showed that audiences tended to prefer radio over other media because radio offered unique things, for example, the element of 'surprise' in selecting songs that give different sensations. In addition, the presence of radio broadcasters is also considered entertaining and can be a companion to the audience, especially when travelling. These results indicate that radio offers a uniqueness that cannot be found in other media, and the audience is free to choose the media based on their motivations, the greatest of which is listening to the radio for music, entertainment, and information.
Online games have become one of the most popular entertainments among adolescents. Instead of being used as a form of entertainment, sometimes online games become a medium of verbal violence or better known as cyberbullying. This study sought to find out whether adolescents who play online games have a greater tendency to become victims of cyberbullying, compared to adolescents who do not play online games. A survey is used by distributing questionnaires to 299 high school students. The results of this study indicate that there is an association between online games exposure and the tendency to become victims of cyberbullying. Adolescents who play online games have a greater tendency to become cyberbullying victims. This finding has implications for prevention and intervention efforts aimed at reducing cyberbullying.
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