Perancangan Film Pendek Drama tentang Digital Addiction Berjudul Digislave
(1) 
(2) Universitas Bunda Mulia
(*) Corresponding Author
Abstract
Keywords
Full Text:
PDF (Indonesian)References
Deonisius, Raymond Frans, Ika Lestari, and Sarkadi Sarkadi. 2019. "The effect of digital literacy to internet addiction." Jurnal EDUCATIO: Jurnal Pendidikan Indonesia 5, no. 2: 71-75. https://doi.org/10.29210/120192333
Gunawan, Rudy, Suci Aulia, Handoko Supeno, Andik Wijanarko, Jean Pierre Uwiringiyimana, and Dimitri Mahayana." 2021. Adiksi media sosial dan gadget bagi pengguna internet di indonesia." Techno-Socio Ekonomika 14, no. 1: 1-14. https://doi.org/10.32897/techno.2021.14.1.544
Hakim, Siti Nurina, and Aliffatullah Alyu Raj. 2017. "Dampak kecanduan internet (internet addiction) pada remaja." Prosiding Temu Ilmiah Nasional X Ikatan Psikologi Perkembangan Indonesia 1: 280–284.
Hidayat, Ariyo Dwi, and Teguh Supriyanto. 2017. "Paradoks dan Hiperbola dalam Kumpulan Cerita Koala Kumal Karya Raditya Dika." Seloka: Jurnal Pendidikan Bahasa dan Sastra Indonesia 6, no. 1: 34-43. https://journal.unnes.ac.id/sju/index.php/seloka/article/view/14762/8408
Khairana, Salwa Izzati. 2022. 7 Kota Termaju di Indonesia, Nomor 4 Dijuluki Daerah Paling Nyaman. Oketravel. https://travel.okezone.com/read/2022/01/31/406/2540529/7-kota-termaju-di-indonesia-nomor-4-dijuluki-daerah-paling-nyaman
Komara, Lulu Hendra. 2021. "Potensi Film Pendek Di Era Internet." IKONIK: Jurnal Seni dan Desain 3, no. 2: 48-53.
Kurniawati, Rahmi, and Harmaini Harmaini. 2020. "Kecanduan Game Online dan Empati pada Mahasiswa." Jurnal Psikologi 16, no. 1: 65-73. https://doi.org/10.24014/jp.v16i1.7810
Masykur, Fuad. 2019. "Metode Dalam Mencari Pengetahuan: Sebuah Pendekatan Rasionalisme Empirisme dan Metode Keilmuan." Tarbawi: Jurnal pemikiran dan Pendidikan Islam 1, no. 1: 57-68. https://stai-binamadani.ejournal.id
Moran, Robin Johanes de Britto dan Ali Munandar. 2020. Manajemen produksi film. 28–52. https://indonesia.sae.edu/wp-content/uploads/2020/11/Manajemen-Produksi-Film.pdf
Mulyadi, Mohammad. 2019. Penelitian Kuantitatif dan Kualitatif serta Pemikiran Dasar Menggabungkannya. Jurnal Studi Komunikasi Dan Media, 15 No. 1, 128-137.
Novrialdy, Eryzal. 2019. "Kecanduan game online pada remaja: Dampak dan pencegahannya." Buletin Psikologi 27, no. 2: 148-158. https://doi.org/10.22146/buletinpsikologi.47402
Oktaviani, Danissa Dyah, and Sugeng Nugroho. 2016. "Pola Karya Konvensi pada Film Sekuel Studi Kasus Film Ada Apa Dengan Cinta? 2." Jurnal Kajian Seni 3, no. 1: 81-94.
Oktavianus, Handi. 2015. "Penerimaan penonton terhadap praktek eksorsis di dalam film Conjuring." Jurnal E-Komunikasi 3, no. 2. https://media.neliti.com/media/publications/79600-ID-none.pdf
Riyanto, Andi Dwi. 2022. Hootsuite (We are Social): Indonesian Digital Report 2022. Hootsuite (We Are Social). https://andi.link/hootsuite-we-are-social-indonesian-digital-report-2022/
Septiyani, Amalia. 2022. Indonesia Jadi Negara Kedua Pengguna Internet yang Banyak Main Game. GridGames. ID. https://games.grid.id/read/153263015/indonesia-jadi-negara-kedua-pengguna-internet-yang-banyak-main-game
DOI: http://dx.doi.org/10.30998/jd.v10i2.14332
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Adhithana Suhendra, Asrullah Ahmad
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Editorial Office:
Institute for Research and Community services (LPPM)
Universitas Indraprasta PGRI
Address: Campus A Building 3, 2nd Floor | Jl. Nangka No. 58 C (TB. Simatupang), Kel. Tanjung Barat, Kec. Jagakarsa, Jakarta Selatan 12530, Jakarta, Indonesia.
Phone: (021) 7818718 – 78835283 ext. 123
Work Hour: 09.00 AM – 08.00 PM | Close in sunday and public holidays in Indonesia
Jurnal Desain is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.