Children's Television Programming Trends in Indonesia
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Globalization of K-Pop: the Interplay of External and Internal Forces
THE GLOBALIZATION OF K-POP: THE INTERPLAY OF EXTERNAL AND INTERNAL FORCES Master Thesis presented by Hiu Yan Kong Furtwangen University MBA WS14/16 Matriculation Number 249536 May, 2016 Sworn Statement I hereby solemnly declare on my oath that the work presented has been carried out by me alone without any form of illicit assistance. All sources used have been fully quoted. (Signature, Date) Abstract This thesis aims to provide a comprehensive and systematic analysis about the growing popularity of Korean pop music (K-pop) worldwide in recent years. On one hand, the international expansion of K-pop can be understood as a result of the strategic planning and business execution that are created and carried out by the entertainment agencies. On the other hand, external circumstances such as the rise of social media also create a wide array of opportunities for K-pop to broaden its global appeal. The research explores the ways how the interplay between external circumstances and organizational strategies has jointly contributed to the global circulation of K-pop. The research starts with providing a general descriptive overview of K-pop. Following that, quantitative methods are applied to measure and assess the international recognition and global spread of K-pop. Next, a systematic approach is used to identify and analyze factors and forces that have important influences and implications on K-pop’s globalization. The analysis is carried out based on three levels of business environment which are macro, operating, and internal level. PEST analysis is applied to identify critical macro-environmental factors including political, economic, socio-cultural, and technological. -
BAB I PENDAHULUAN 1.1 Latar Belakang Media Memiliki Fungsi Dan Disfungsi Tersendiri Bagi Khalayaknya. Khalayak Secara Sadar
BAB I PENDAHULUAN 1.1 Latar Belakang Media memiliki fungsi dan disfungsi tersendiri bagi khalayaknya. Khalayak secara sadar memilih media mana yang sesuai dengan keinginan dan kebutuhannya. Media massa adalah alat-alat dalam komunikasi yang bisa menyebarkan pesan secara serempak, cepat kepada audiens yang luas dan heterogen. Istilah “media massa” memberikan gambaran mengenai alat komunikasi yang bekerja dalam berbagai skala terbatas hingga dapat mencapai dan melibatkan siapa saja dalam masyarakat dalam skala yang sangat luas. Istilah media massa mengacu kepada sejumlah media yang telah ada sejak puluhan tahun yang lalu dan tetap digunakan hingga saat ini seperti surat kabar, majalah, film, radio, televisi, dan internet (Morissan, 2013:479). Kelebihan media massa dibanding dengan jenis komunikasi lain adalah ia bisa mengatasi hambatan ruang dan waktu. Bahkan media massa mampu menyebarkan pesan hampir seketika pada waktu yang tak terbatas (Nurudin, 2007). Media massa televisi merupakan suatu sarana yang sangat efektif dalam mempengaruhi pola pikir manusia karena televisi merupakan sebuah media yang sudah tidak asing lagi. Hampir disetiap rumah ada televisi. Sehingga televisi sebagai media komunikasi memiliki kemampuan untuk mengakses publik hingga ke ruang pribadi. Televisi merupakan hasil produk teknologi tinggi (hi-tech) yang menyampaikan isi pesan dalam bentuk audiovisual gerak. Isi pesan audiovisual gerak memiliki kekuatan yang sangat tinggi untuk mempengaruhi mental, pola 1 pikir, dan tindak individu. Televisi adalah media audio visual yaitu sebuah media yang tidak hanya bisa didengar saja tetapi juga bisa dilihat gambarnya. Pesatnya perkembangan televisi di Indonesia membuat banyaknya stasiun televisi yang menyuguhkan acara-acara menghibur di kala santai. Belakangan ini sering kita jumpai di berbagai stasiun televisi banyak yang menyajikan tayangan talkshow, magazine show dan acara reality show yang disajikan dengan beragam tema dan tampilan. -
Kamen Rider Faiz Driver Apk 28
Kamen Rider Faiz Driver Apk 28 1 / 4 Kamen Rider Faiz Driver Apk 28 2 / 4 3 / 4 All Cellphone-like device that is in reality the control unit of the Kamen Rider Delta Faiz Kaixa Gear Simple Simulation of SMART BRAIN from K .... Now, Kamen Rider City Wars APK will reproduce everything that happens in the ... Download game ps2 kamen rider 555 Kamen Rider 555 (仮面ライダー A video game ... 18 GB: 2020-01-14 02:53:54 Oct 28, 2017 · Kamen Rider City Wars is a .... Download Chalice Henshin Belt APK latest version by soulitgame - Fastest - Free - Safe for ... Simple simulation Kamen Rider Chalice henshin belt. ... Android 4.0+ ... 2019-11-28 ... Masked Rider Faiz [Accelerator Form]10secCountdown.. A soundboard like Smart Brain from Kamen Rider Delta Faiz Kaixa ... device that is in reality the control unit of the Delta Faiz Kaixa Gear --------- ... Free download directly apk from the Google Play Store or other ... 2019-11-28.. Parts: 28 (with pins) Use wires for Helmet's Antenna. ... iOS, Android and Web Apps. Haruto (Shunya Shiraishi) and Koyomi (Okunaka Makoto). ... SE Rider System Sound Material 24 V. Kamen Rider 555 (Japan). kamen rider oma zi o. ... Bandai Kamen Rider Gaim DX Henshin Belt Sengoku Driver Gaim & Baron Set.. Mashin Sentai Kirameiger/Kiramager- Episode 28 PREVIEW. Bey Slasher · 0:16 ... Kamen rider faiz phone .... Kamen Rider 555 (仮面ライダー555(ファイズ), Kamen Raidā Faizu, officially Masked Rider ... The TV series focused on three sets of Rider Gear: Faiz Gear, Kaixa Gear, and Delta Gear. During the TV ... 28, "Dark Clover" Transcription: .... You can call out using this dialer. -
Jumpchain Unofficial Claim List
Jumpchain Unofficial claim list Pyroanon: 40k: Rogue Trader. Ricrod: How a Realist Hero Rebuilt the Kingdom Pandora Hearts Vanadis I Saved Too Many Heroines And Caused The Apocalypse Heavensanon: Chrono Cross Terranigma Imperial Guard Tau Breath of Fire 2 Familiar of Zero(?) ActionReplay: The Breaker/New Waves Death Mage Who Doesn't Want A Fourth Time Lurkanon: Momodora toukiden 2 (?) Cataquack Warrior: Kemono Friends Yorokonde: Cryptark (On hold until the sequel game comes out) Etrian Odyssey 5 DevilSurvivorAnon: Nocturne Soul Nomad Devil Children ???? Princess Tutu(?) Rozen Maiden(?) Princess and the Frog(?) A choice of games game(?) Unoff: Yugioh first series One-armed anon: World of Warcraft Protoss(?) Genesisanon: Afrocentrism Kino no tabi The Violinist of Hamelin and its sequel Genesis New testament Cool cats don't trip: WHFB - Lizardmen The Simpsons. iZombie(?) Updates: DC New Vegas Shadow of Mordor NikaMoth: Princess: The Hopeful Kingdom Come (Elseworlds + DC Comics) Ulster Cycle (Mythology) Urusei Yatsura Captain Underpants Smile World Amagi Brilliant Park Pokemon Sun And Moon. Farethere City Toriko-anon: Fighting Foodons Evil Genius (?) Anon: Westside Story Choujin Sensen - Moon Hunters The Boundary novel Golden Age fan universe for Gundam - Mechanicus - Godzilla Heisei Mazinger-Z - Story of Seasons - Rune Factory 4 - Crysis - Returning from an isekai world - Sci-fi Isekai - Hearthstone - 9 - Wonder Woman - XBC2 - Shakespearean Tragedy(?) - I Hate Fairyland - Warhammer Fantasy Chaos Warriors - Darling in the FranXX - Tensei -
UNIKOM Gilang Ramadhan Putra 6. Daftar Isi.Pdf
DAFTAR ISI LEMBAR PENGESAHAN ......................................................................... i LEMBAR PERNYATAAN ORISINALITAS ............................................ ii KATA PENGANTAR ................................................................................. iii ABSTRAK ................................................................................................... iv ABSTRACT ................................................................................................... v DAFTAR ISI ................................................................................................ vi DAFTAR GAMBAR .................................................................................... x DAFTAR TABEL ........................................................................................ xiii DAFTAR LAMPIRAN................................................................................. xiv BAB I. PENDAHULUAN ........................................................................... I.1 Latar Belakang Masalah ......................................................................... 1 I.2 Identifikasi Masalah ................................................................................ 5 I.3 Rumusan Masalah ................................................................................... 6 I.4 Batasan Masalah ..................................................................................... 6 I.5 Tujuan & Manfaat Perancangan ............................................................. 6 I.5.1 Tujuan Perancangan -
Idols and Celebrity in Japanese Media Culture, Edited by Patrick W
Copyright material from www.palgraveconnect.com - licensed to Murdoch University - PalgraveConnect - 2013-08-20 - PalgraveConnect University - licensed to Murdoch www.palgraveconnect.com material from Copyright 10.1057/9781137283788 - Idols and Celebrity in Japanese Media Culture, Edited by Patrick W. Galbraith and Jason G. Karlin Idols and Celebrity in Japanese Media Culture Copyright material from www.palgraveconnect.com - licensed to Murdoch University - PalgraveConnect - 2013-08-20 - PalgraveConnect University - licensed to Murdoch www.palgraveconnect.com material from Copyright 10.1057/9781137283788 - Idols and Celebrity in Japanese Media Culture, Edited by Patrick W. Galbraith and Jason G. Karlin This page intentionally left blank Copyright material from www.palgraveconnect.com - licensed to Murdoch University - PalgraveConnect - 2013-08-20 - PalgraveConnect University - licensed to Murdoch www.palgraveconnect.com material from Copyright 10.1057/9781137283788 - Idols and Celebrity in Japanese Media Culture, Edited by Patrick W. Galbraith and Jason G. Karlin Idols and Celebrity in Japanese Media Culture Edited by Patrick W. Galbraith and Jason G. Karlin University of Tokyo, Japan Copyright material from www.palgraveconnect.com - licensed to Murdoch University - PalgraveConnect - 2013-08-20 - PalgraveConnect University - licensed to Murdoch www.palgraveconnect.com material from Copyright 10.1057/9781137283788 - Idols and Celebrity in Japanese Media Culture, Edited by Patrick W. Galbraith and Jason G. Karlin Introduction, selection -
Jumpchain Unofficial Claim List
Jumpchain Unofficial claim list Pyroanon: 40k: Rogue Trader. Ricrod: How a Realist Hero Rebuilt the Kingdom Pandora Hearts Vanadis I Saved Too Many Heroines And Caused The Apocalypse Heavensanon: Chrono Cross Terranigma Imperial Guard Tau Breath of Fire 2 Familiar of Zero(?) Devilman (?) ActionReplay: The Breaker/New Waves Death Mage Who Doesn't Want A Fourth Time Lurkanon: Momodora toukiden 2 (?) Cataquack Warrior: Kemono Friends Yorokonde: Cryptark (On hold until the sequel game comes out) Etrian Odyssey 5 DevilSurvivorAnon: Nocturne Soul Nomad Devil Children ???? Princess Tutu(?) Rozen Maiden(?) Princess and the Frog(?) A choice of games game(?) Unoff: Yugioh first series One-armed anon: World of Warcraft Protoss(?) Genesisanon: Afrocentrism Kino no tabi The Violinist of Hamelin and its sequel Genesis New testament Cool cats don't trip: WHFB - Lizardmen The Simpsons. iZombie(?) Updates: DC New Vegas Shadow of Mordor NikaMoth: Princess: The Hopeful Kingdom Come (Elseworlds + DC Comics) Ulster Cycle (Mythology) Urusei Yatsura Captain Underpants Smile World Amagi Brilliant Park Pokemon Sun And Moon. Farethere City Toriko-anon: Fighting Foodons Evil Genius (?) Anon: Westside Story Choujin Sensen - Moon Hunters The Boundary novel Golden Age fan universe for Gundam - Mechanicus - Godzilla Heisei Mazinger-Z - Story of Seasons - Rune Factory 4 - Crysis - Returning from an isekai world - Sci-fi Isekai - Hearthstone - 9 - Wonder Woman - XBC2 - I Hate Fairyland - Warhammer Fantasy Chaos Warriors - Darling in the FranXX - Tensei Shitara Slime -
PT MNC Studios International Tbk
IPO Update PT MNC Studios International Tbk. 9 Mei 2018 Sekilas Perusahaan Kisaran Harga Saham IDR 500 — IDR 650 Jumlah Saham yang Ditawarkan PT MNC Studios International Tbk. (“Perseroan”) melakukan kegiatan usaha uta- manya dalam bidang media, khususnya di bidang Production House, Advertising, Sebanyak-banyaknya 1,560,000,000 dan Manajemen Talent. lembar saham Jadwal Sementara Target Dana Masa Penawaran Awal : 7 – 17 Mei 2018 IDR 780 miliar hingga IDR 1.014 triliun Perkiraan Tanggal Efektif : 25 Mei 2018 Perkiraan Masa Penawaran Umum Perdana Saham : 30 Mei – 4 Juni 2018 Perkiraan Tanggal Penjatahan : 6 Juni 2018 Kantor Pusat Perkiraan Tanggal Distribusi Saham Secara Elektronik iNews Center Lantai 5 MNC Center Complex dan Pengembalian Uang Pesanan : 7 Juni 2018 Jl. K.H. Wahid Hasyim No. 28 Perkiraan Tanggal Pencatatan Pada BEI : 8 Juni 2018 Jakarta Pusat 10340 www.msi.id Rencana Penggunaan Dana Dana yang diperoleh dari hasil dari Penawaran Umum Perdana Saham Perseroan, Penjamin Pelaksana Emisi setelah dikurangi biaya-biaya yang berhubungan dengan Penawaran Umum Per- dana akan digunakan sebagai berikut: PT CGS-CIMB Sekuritas Indonesia PT Mandiri Sekuritas 1. Sekitar 35% (tiga puluh lima persen) akan digunakan untuk mengakuisisi unit bisnis MNC Channels; PT MNC Sekuritas 2. Sekitar 33% (tiga puluh tiga persen) akan digunakan untuk melunasi MTN PT MNC Pictures; 3. Sekitar 20% (dua puluh persen) akan digunakan untuk membangun movie land di kawasan Lido; 4. Sisanya akan digunakan Perseroan dan/atau Entitas Anak untuk akuisisi dan pembentukan joint venture atau kerja sama dengan pihak lain melalui pem- bentukan perusahaan baru di bidang production house. Akuisisi dan/atau joint venture ini dimaksudkan untuk meningkatkan kapasitas produksi konten di masa mendatang. -
Anime/Games/J-Pop/J-Rock/Vocaloid
Anime/Games/J-Pop/J-Rock/Vocaloid Deutsch Alice Im Wunderland Opening Anne mit den roten Haaren Opening Attack On Titans So Ist Es Immer Beyblade Opening Biene Maja Opening Catpain Harlock Opening Card Captor Sakura Ending Chibi Maruko-Chan Opening Cutie Honey Opening Detektiv Conan OP 7 - Die Zeit steht still Detektiv Conan OP 8 - Ich Kann Nichts Dagegen Tun Detektiv Conan Opening 1 - 100 Jahre Geh'n Vorbei Detektiv Conan Opening 2 - Laufe Durch Die Zeit Detektiv Conan Opening 3 - Mit Aller Kraft Detektiv Conan Opening 4 - Mein Geheimnis Detektiv Conan Opening 5 - Die Liebe Kann Nicht Warten Die Tollen Fussball-Stars (Tsubasa) Opening Digimon Adventure Opening - Leb' Deinen Traum Digimon Adventure Opening - Leb' Deinen Traum (Instrumental) Digimon Adventure Wir Werden Siegen (Instrumental) Digimon Adventure 02 Opening - Ich Werde Da Sein Digimon Adventure 02 Opening - Ich Werde Da Sein (Insttrumental) Digimon Frontier Die Hyper Spirit Digitation (Instrumental) Digimon Frontier Opening - Wenn das Feuer In Dir Brennt Digimon Frontier Opening - Wenn das Feuer In Dir Brennt (Instrumental) (Lange Version) Digimon Frontier Wenn Du Willst (Instrumental) Digimon Tamers Eine Vision (Instrumental) Digimon Tamers Ending - Neuer Morgen Digimon Tamers Neuer Morgen (Instrumental) Digimon Tamers Opening - Der Grösste Träumer Digimon Tamers Opening - Der Grösste Träumer (Instrumental) Digimon Tamers Regenbogen Digimon Tamers Regenbogen (Instrumental) Digimon Tamers Sei Frei (Instrumental) Digimon Tamers Spiel Dein Spiel (Instrumental) DoReMi Ending Doremi -
University of Nevada, Reno Partying with Hello Kitty: How Electronic Dance Music and Rave Culture Are Transforming, Commercializ
University of Nevada, Reno Partying with Hello Kitty: How Electronic Dance Music and Rave Culture are transforming, commercializing, and globalizing youth culture in the twenty-first century A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in History By Geoff Scott Dr. Hugh Shapiro/Thesis Advisor May 2014 i Abstract This thesis will demonstrate how electronic dance music (EDM) has evolved from the musical underground during the second half of the twentieth century into the mainstream, commercial powerhouse it is now in the early twenty-first-century world. EDM at its core is a musical style characterized by the use of synthetic, electronic sounds. The combination of technological devices such as drum machines, repetitive bass lines, electronic builds and releases and inorganic noises in tandem with instrumental and vocal samples makes EDM an incredibly malleable style of dance music that has branched into a variety of forms over the course of its less than fifty year existence. Innovations in technology, like the tape reel, the Moog synthesizer, the vinyl mixer and the computer have led to new ways of contemplating and creating music. I argue that the innovative musical voices of late modernism and early postmodernism set the foundation for early EDM, who were not afraid to harness the new synthetic sounds at their disposal. Electronic dance music can trace its roots back to the repetitive, minimalist structures used since the 1960’s by postmodern composers such as Philip Glass and the electronic instrumentation of artists like Terry Riley and John Cage. Owing to its flexibility, EDM has also been re-contextualized in different cultures. -
Der Japanische Monsterfilm (Daikaijū -, Kaijū -, Daimajin - Und Kaijin Eiga) – Filmographie Und Bibliographie Von Ludger Kaczmarek & Hans J
Repositorium für die Medienwissenschaft Ludger Kaczmarek; Hans Jürgen Wulff Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga). Filmographie und Bibliographie 2018 https://doi.org/10.25969/mediarep/12780 Veröffentlichungsversion / published version Buch / book Empfohlene Zitierung / Suggested Citation: Kaczmarek, Ludger; Wulff, Hans Jürgen: Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga). Filmographie und Bibliographie. Hamburg: Universität Hamburg, Institut für Germanistik 2018 (Medienwissenschaft: Berichte und Papiere 147). DOI: https://doi.org/10.25969/mediarep/12780. Erstmalig hier erschienen / Initial publication here: http://berichte.derwulff.de/0147_18.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ Medienwissenschaft: Berichte und Papiere 147, 2018: Japanischer Monsterfilm Redaktion und Copyright dieser Ausgabe: Ludger Kaczmarek u. Hans J. Wulf. ISSN 1613-7477. URL: htp://berichte.derwulf.de/0147_18.pdf. Letzte Änderung: 25.09.2018. Der japanische Monsterfilm (daikaijū -, kaijū -, daimajin - und kaijin eiga) – Filmographie und Bibliographie von Ludger Kaczmarek & Hans J. Wulf Inhalt: 1. Vom Horror zum Trash – der japanische Monsterflm / Oliver Miller [1] 1.1 Die Wurzeln des Monsterflms [1] 1.2 Der Ursprung des japanischen Monsterflms: oodzilla [2] 1.3 Die Monster sind los – auf dem Weg in die Kommerzialisierung [3] 1.4 Der japanische Monsterflm als eigenstänndiges oenre [4] 1.5 Die Rückkehr oodzillas und ein Blick in die ZukunF [4] 1.6 Fazit [5] Anmerkungen [5] 2. -
F Sexual Harassment on Social Media
PROCEEDING of International Conference of Mental Health, Neuroscience, and Cyberpsychology DOI: https://doi.org/10.32698/25272 Padang, October 14th - 15th 2018 Dynamics of Sexual Harassment on Social Media Virgin Suciyanti Maghfiroh1, Faqihul Muqoddam2 1 Airlangga University, Surabaya Indonesia, [email protected] 2 Airlangga University, Surabaya Indonesia, [email protected] Abstract Sexual harassment is a currently netizen’s habit on social media. Almost all of their comments on social media contain words to abuse. This study was conducted with the aim of analyzing the forms of sexual harassment and identifying the factors of sexual harassment on social media. This study uses a qualitative method of narrative tradition with a focus on investigating sexual harassment that occurs on social media. Data collection methods are carried out by observing comments of netizens. The characteristics of the comments that chosen in this study are those written on Instagram and point to the element of sexual harassment. The results show that sexual harassment on social media is happen with; 1. directly (explicitly), 2. indirectly (implicitly) according to the meaning of the sentence. Then, the factors of sexual harassment on social media are; 1. netizens are looking for attention (as evidenced by accounts that are used only fake accounts), 2. photo content or account owner captions that lead netizens to harass. Suggestions based on this study are the need to develop psychoeducation for adolescents and families both as subjects and victims so as to avoid sexual harassment behavior. Keywords:Sexual Harassment, social media, qualitative narrative This is an open access article distributed under the Creative Commons 4.0 Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.