dc.description.abstract | The objectives of this study are: to identify the process and the participants that
realized in online gambling promotion videos, to identify the circumstances that realized
in online gambling promotion videos, to identify the most dominants components that
realized in online gambling promotion video. Descriptive qualitative method was applied
in this study. The data of this study were 122 clauses from 5 online gambling promotion
video. The data were analyzed by using an interactive model and calculating the type of
experiential function most frequently used in the online gambling promotion video. The
results of this research found that all the types of processes in experiential function are
found in the data except behavioral processes. Regarding the types of participants and
circumstances, in types of participants there are non-human participants (NHP) and
human participants (HP), In the category of non-human participants, NHP are observed
29 times, while HP are present 12 times. Online gambling promotion is about increasing
efficiency and interaction without relying on human involvement, thus explaining the
rationale behind the greater frequency in the context of online gambling promotional
videos. The types of circumstances that found in the data are: Circumstance of Place,
Time, Manner(Means), Manner(Degree), Cause(Reason) and Contingency(Condition).
Material process is the type of process most frequently used in the data of online
gambling promotion video. Material process is the most dominant processes in the data.
In the terms of participants, the participants of material process named Goal is the most
dominant participants. Meanwhile, circumstance of place is dominates the use of
circumstances from the data, Place become the highest and the most dominants
circumstances. | en_US |