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PERILAKU KONSUMSI REMAJA PADA APLIKASI SHOPEE (STUDI KASUS DI DESA SAGA KECAMATAN BALARAJA)

Qori Pratiwi, Hafidah (2022) PERILAKU KONSUMSI REMAJA PADA APLIKASI SHOPEE (STUDI KASUS DI DESA SAGA KECAMATAN BALARAJA). S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

This study is about how the occurrence of hyperreality among teenagers in Saga Village, Balaraja District, because of shop advertisements/live broadcasts. The method used in this study is a qualitative descriptive method. Data collection techniques used are observation, interviews, and documentation. The informants involved in this study were 4 supporting informants and 4 main informants. The results of this study indicate that shop advertising greatly influences the occurrence of hyperreality among adolescents. Excessive reviews given by brand ambassadors trigger teenagers to consume the goods offered and recommended by the brand ambassadors they like, have been controlled by the sign value of the goods used by the Brand Ambassadors so that teenagers imitate the Brand Ambassadors to follow trends and get the right impression. well by the environment. Keyword : Hyperreality, Simulacra, Simulation, Consumption, Brand Ambasador

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorSETIAWAN, RIZKI198511082015041001
Thesis advisorAFRIZAL, STEVANY201409012010
Additional Information: Penelitian ini mengenai bagaimana terjadinya hiperrealitas dikalangan remaja Desa Saga Kecamatan Balaraja karena adanya iklan/ siaran langsung shopee. Metode yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif. tehnik pengumpulan data yang digunakan adalah observasi, wawancara dan dokumentasi. Informan yang terlibat dalam penelitian ini sebanyak 4 informan pendukung dan 4 informan utama. Hasil penelitian ini menunjukan bahwa iklan shopee sangat mempengaruhi dalam terjadinya hiperrealitas dikalangan remaja. Ulasan berlebihan yang diberikan brand ambasador memicu remaja dalam konsumsi barang – barang yang ditawarkan dan direkomendasikan oleh brand ambasador yang disukainya, telah dikendalikan oleh nilai tanda dari barang – barang yang digunakan oleh BrandAmbasador tersebut sehingga remaja mencontoh Brand Ambasador untuk mengikuti trend dan mendapatkan kesan yang baik oleh lingkungannya. Kata Kunci: Hiperrealitas, Simulakra, Simulasi, Konsumsi, BrandAmbasador
Subjects: H Social Sciences > HM Sociology
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan > 87204-Jurusan Pendidikan Sosiologi
Depositing User: Mrs Hafidah Qori Pratiwi
Date Deposited: 28 Dec 2022 13:50
Last Modified: 28 Dec 2022 13:50
URI: http://eprints.untirta.ac.id/id/eprint/18355

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