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Seri Mughni Sulubara; Harry Fauzi; Bohari Muslim; M. Fadli Ferdiansyah Putra; Musmulyadi Musmulyadi

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2025 Pusat Riset dan Inovasi Nasional

Online gambling is a form of cybercrime that utilizes information and communication technology, especially the internet, as a medium to commit gambling crimes. Online gambling as a form of cybercrime has become an increasingly widespread phenomenon in line with the rapid development of information and communication technology. Gambling that was previously only known conventionally is now transforming into the digital realm by utilizing the internet as the main media. This research uses a theoretical study of online gambling as cybercrime. This research uses a qualitative approach with an analytical descriptive method. The types of data used are primary data in the form of laws and regulations (ITE Law, Criminal Code), online gambling case documents, official police reports, as well as academic literature and scientific articles related to cybercrime and online gambling. Meanwhile, secondary data is obtained from observation of the investigation process and law enforcement carried out by the cybercrime unit in the police. The data collection technique uses Library Research to collect secondary data relevant to cybercrime legal regulations and theories. The data analysis technique uses qualitative analysis techniques with a descriptive approach. Online gambling is expressly prohibited by Indonesian laws and regulations, especially through Law No. 11/2008 on Electronic Information and Transactions (ITE Law) and its amendments, such as Law No. 19/2016 and Law No. 1/2024. Article 27 paragraph (2) of the ITE Law prohibits any person from distributing, transmitting, or making accessible electronic information containing online gambling content, with imprisonment of up to 10 years and a maximum fine of IDR 10 billion in the latest amendment. In addition, the Criminal Code (KUHP) regulates gambling in general in Articles 303 and 303 bis, with criminal penalties that are also quite severe, although they do not specifically regulate online gambling. Law enforcement against online gambling faces various complex challenges. The existing regulations are still partial and not fully able to accommodate the cross-border and dynamic characteristics of cybercrime.Proof of online gambling cases relies heavily on electronic evidence that requires digital forensic expertise,such as imaging the perpetrator's device and server,as well as analyzing activity logs and electronic transactions

Widya Sandrila; Wahyunengsih Wahyunengsih

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2023 Pusat Riset dan Inovasi Nasional

The current development of internet technology around the world is increasingly sophisticated, all levels of society can enjoy the benefits of this internet. The existence of social media has now become a primary need that cannot be separated from human life. The presence of increasingly diverse social media has become a place for young K-Pop fans to cyberbully on various applications, one of which is Twitter. The selection of topics in this article aims to find out the motives or reasons behind these young K-Pop fans carrying out acts of cyberbullying. In research on this topic, the author will use qualitative methods by collecting non-participatory observational data and in-depth interviews with two informants, whom the author has traced and indeed indicated to be perpetrators of cyberbullying on social media Twitter. The results of the study found that the motives of young KPOP fans to carry out cyberbullying on Twitter social media were due to the nature of fanaticism towards idols, feeling annoyed and angry when they saw posts/tweets that vilified idols, jealousy or envy of other idol fans, lack of understanding of ethics and norms -norms of behavior on social media, and feel satisfied and happy if they feel they have won the debate.

Rana, Astuti; Basti Tetteng

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2023 Pusat Riset dan Inovasi Nasional

Cyberbullying merupakan tindakan agresif di media sosial untuk melecehkan, mempermalukan, dan mengejek orang lain. Penelitian ini berfokus pada motivasi remaja melakukan cyberbullying di media sosial. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Responden dalam penelitian ini merupakan tiga remaja perempuan pelaku cyberbullying. Teknik pengumpulan data menggunakan wawancara. Hasil analisis data menunjukkan terdapat perilaku motivasi remaja melakukan cyberbullying di media sosial, motivasi tersebut dapat dibagi menjadi dua yaitu motivasi internal, yang berasal dari dalam diri dan motivasi eksternal, yang berasal dari luar. Adapun motivasi internal terbagi menjadi lima, yaitu: Sering melakukan bullying di dunia nyata sehingga di lakukan di media sosial, karena media sosial merupakan jalan yang paling mudah melakukan penindasan. 2. Adanya ketidakseimbangan kuasa, atau apa yang dilakukan pelaku cyberbullying dalam segi mental dan sosial merasa lebih kuat. 3. Merasa mempunyai segalanya sehingga apapun bisa dilakukan kepada korban. 4. Membuat mental korban hancur sehingga korban mempunyai keinginan untuk berhenti bersekolah bahkan pindah sekolah. 5. Identitas yang tidak di ketahui oleh korban memudahkan pelaku melakukan tindakan cyberbullying. Sedangkan motivasi ekstrinsik terbagi menjadi 2 yaitu: 1. Sifat dan karakteristik korban yang mengundang untuk di tindas. 2. Tertantang dari sebuah film sehingga ingin melakukan tindakan cyberbullying.