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dc.contributor.advisorYusuf, Muhammad
dc.contributor.advisorSyahputra, Fikry Prastya
dc.contributor.authorFanisa, Naza
dc.date.accessioned2024-05-30T03:45:52Z
dc.date.available2024-05-30T03:45:52Z
dc.date.issued2024
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/93553
dc.description.abstractThe 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
dc.language.isoenen_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectExperiential Functionen_US
dc.subjectTransitivityen_US
dc.subjectOnline Gamblingen_US
dc.subjectPromotion videoen_US
dc.subjectAdvertisementen_US
dc.subjectSDGsen_US
dc.titleExperiential Function in Online Gambling Promotion Videoen_US
dc.typeThesisen_US
dc.identifier.nimNIM200705136
dc.identifier.nidnNIDN0104059201
dc.identifier.nidnNIDN0014089206
dc.identifier.kodeprodiKODEPRODI79202#Sastra Inggris
dc.description.pages84 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US


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