Pengaruh Meme dan Karakter Virtual Shinna terhadap Kepuasan Informasi Pengguna Instagram BMKG Gowa
DOI:
https://doi.org/10.62383/komunikasi.v3i1.896Keywords:
BMKG, Information Satisfaction, Instagram, Meme, Virtual CharacterAbstract
Instagram has become a strategic medium for government institutions in delivering public information, particularly weather and disaster-related information that requires speed, clarity, and ease of understanding. The BMKG of Gowa Regency utilizes digital communication innovations through the use of informative memes and a virtual character named Shinna as a visual communication strategy to enhance the effectiveness of information dissemination to the public. This study aims to analyze the influence of meme usage and the virtual character Shinna on the information satisfaction of Instagram users of BMKG Gowa Regency by employing the Stimulus–Response (S–R) theory perspective, which views visual messages as stimuli capable of eliciting cognitive and affective responses from audiences. This research adopts a quantitative approach using a survey method. Data were collected through an online questionnaire with a four-point Likert scale administered to followers of the BMKG Gowa Regency Instagram account who had viewed or interacted with meme content and the virtual character Shinna. Data analysis was conducted using Partial Least Squares–Structural Equation Modeling (PLS-SEM) with the assistance of SmartPLS software. The results indicate that the use of memes and the virtual character Shinna has a positive and significant effect on users’ information satisfaction, both partially and simultaneously. Meme usage shows a more dominant influence compared to the virtual character Shinna, while the coefficient of determination (R²) value of 0.834 indicates that both variables explain 83.4% of the variance in users’ information satisfaction. These findings confirm that public communication strategies based on memes and virtual characters are effective in enhancing audience understanding, comfort, and satisfaction with disaster-related information.
Downloads
References
Alhabash, S., & McAlister, A. R. (2017). A tale of four platforms: Motivations and uses of Facebook, Twitter, Instagram, and Snapchat among college students. Social Media + Society, 3(1). https://doi.org/10.1177/2056305117691544
Arifin, F. (2022). Aplikasi teori uses and gratifications pada media sosial Instagram di Indonesia. Syntax Literate: Jurnal Ilmiah Indonesia, 6(1), 356-363.
Baylor, A. L. (2021). The design of motivational agents and avatars. Educational Technology Research and Development, 1029-233.
BMKG. (2023). Badan Meteorologi, Klimatologi, dan Geofisika. Diambil 10 Januari 2025, dari Peran BMKG dalam adaptasi dan mitigasi perubahan iklim: https://www.bmkg.go.id
Dynel, M. (2016). "I has seen Image Macros!": Advice Animal memes as visual-verbal jokes. International Journal of Communication, 10, 660-688.
Febriana, I., & Sari, M. (2024). Pengaruh kualitas informasi terhadap kepuasan pengguna media sosial. Jurnal Komunikasi Universitas Garut, 10(1), 84-100. https://doi.org/10.52434/jk.v10i1.3703
Hair, J. F. (2019). A primer on partial least squares structural equation modeling (PLS-SEM) (2nd ed.). Sage Publications. https://doi.org/10.3926/oss.37
Handayani, S. (2019). Hubungan antara intensitas penggunaan media sosial dengan kepuasan informasi mahasiswa. Jurnal Komunikasi Digital, 7(2), 115-128.
Highfield, T., & Leaver, T. (2016). Instagrammatics and digital methods: Studying visual social media, from selfies and GIFs to memes and emoji. Communication Research and Practice, 2(1), 47-62. https://doi.org/10.1080/22041451.2016.1155332
Kaplan, A. M., & Haenlein, M. (2016). Users of the world, unite! The challenges and opportunities of social media. Business Horizons, 53(1), 59-68. https://doi.org/10.1016/j.bushor.2009.09.003
Katz, E., Blumler, J. G., & Gurevitch, M. (1974). The uses of mass communications: Current perspectives on gratifications research. Beverly Hills: Sage, 19-32.
Kim, J., & Biocca, F. (2018). Anthropomorphism of digital agents: Effects on social presence and trustworthiness. Journal of Computer-Mediated Communication, 23(3), 156-172.
Kurniawati, S. (2023). Karakter virtual sebagai strategi penyampaian pesan informasi publik di era digital. Jurnal Ilmu Komunikasi, 17(2), 89-102.
Lee, K. M. (2019). Effects of visual representation on user engagement in social media. Computers in Human Behavior, 92, 249-258.
Lestari, D., & Wijaya, N. (2020). Kepuasan informasi di media sosial dalam konteks komunikasi publik. Jurnal Komunikasi Massa, 13(1), 77-90. https://doi.org/10.25078/wd.v13i1.437
McQuail, D. (2017). McQuail's mass communication theory. Sage Publications. https://doi.org/10.1002/9781118541555.wbiepc155
Milner, R. M. (2016). The world made meme: Public conversations and participatory media. MIT Press. https://doi.org/10.7551/mitpress/9780262034999.001.0001
Nowak, K. L. (2018). Avatars and computer-mediated communication. Review of Communication Research, 6(1), 30-53. https://doi.org/10.12840/issn.2255-4165.2018.06.01.015
Prasetya, H., & Astuti, D. (2020). Efektivitas meme edukatif dalam menyampaikan informasi bencana di media sosial. Jurnal Komunikasi Publik, 9(1), 33-47.
Rossmann, C. W. (2020). Meme-based science communication: Analysis and implications. Science Communication, 42(4), 435-461.
Ruggiero, T. E. (2016). Uses and gratifications theory in the 21st century. Mass Communication & Society, 19(1), 3-37. https://doi.org/10.1207/S15327825MCS0301_02
Sugiyono. (2022). Metode penelitian kuantitatif. Alfabeta.
Suh, A., & Chang, S. (2017). The effects of humor and visual appeal on social media engagement: Evidence from meme communication. Journal of Computer-Mediated Communication, 22(5), 303-320. https://doi.org/10.1111/jcc4.12197
Yusri, M., & Saputra, A. (2023). Pengaruh pesan visual terhadap respons audiens di media sosial pemerintah. Jurnal Komunikasi dan Informasi Publik, 12(1), 45-59.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Jurnal Ilmu Komunikasi, Administrasi Publik dan Kebijakan Negara

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


