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STUDI KASUS KONTEKS KOMUNIKASI LIVE GAMERS PADA FACEBOOK GAMING Yakob, Freddy
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (54.403 KB)

Abstract

This article discussed the development of technology information which has incorporated the most things in life, Internet technology is one of them. The Internet is recognized not only as channel for one-to-one communication, but also as one-to-many communication. Other than that, because of Internet technology, one can broadcast anything for everyone to watch. Facebook is one of the platform which become most popular social media who can broadcast videos by using feature “Facebook Gaming” that will allow anyone to broadcast themselves while playing games. According to data showed in July 2019, Indonesia was the second largest country in watching live broadcast gamers online. Using qualitative approach and descriptive method, this article described about communication context carried out by these live gamers to their audience. Result showed live gamers not only doing mass communication, but also doing interpersonal communication context in which gave space between communicator and communicant that they are discussed things more than just about the games.Keywords: Live Streaming, Internet, Media Social, Interactive Communication
Context case Study of Live Communication Gamers on Facebook Gaming Yakob, Freddy
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi Vol 1 No 1 (2020): January
Publisher : P3M Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/mediasi.v1i1.402

Abstract

This article discussed the development of technology information which has incorporated the most things in life, Internet technology is one of them. The Internet is recognized not only as channel for one-to-one communication, but also as one-to-many communication. Other than that, because of Internet technology, one can broadcast anything for everyone to watch. Facebook is one of the platform which become most popular social media who can broadcast videos by using feature “Facebook Gaming” that will allow anyone to broadcast themselves while playing games. According to data showed in July 2019, Indonesia was the second largest country in watching live broadcast gamers online. Using qualitative approach and descriptive method, this article described about communication context carried out by these live gamers to their audience. Result showed live gamers not only doing mass communication, but also doing interpersonal communication context in which gave space between communicator and communicant that they are discussed things more than just about the games.
Perancangan Website Monitoring Pengaduan Masyarakat pada Sistem Pengaduan KemenKopUKM Yakob, Freddy; Pinem, Sanjaya
JoMMiT Vol 7 No 1 (2023): Artikel Jurnal Volume 7 Issue 1, Juni 2023
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v7i1.724

Abstract

Informasi telah menjadi komoditas yang termasuk dalam kebutuhan manusia. Apalagi untuk instansi pemerintah yang wajib menjalankan amanat undang-undang melakukan keterbukaan informasi publik. Hal ini didorong untuk mewujudkan reformasi birokrasi yang bersih dan bebas dari korupsi. Termasuk ada pengaduan masyarakat, diperlukannya sistem monitoring yang dapat dilihat secara online dan realtime. KemenKopUKM melalui website monitoring pengaduan masyarakat mewujudkan keterbukaan informasi publik dengan tepat. Data yang ditampilkan juga dibuat dengan sistematis yang mudah dibaca dan dianalisis. Selain itu kemudahan akses kepada publik juga menjadi bagian untuk melakukan transparansi data. Untuk itu website monitoring pengaduan masyarakat ini dibuat dan disusun agar masyarakat dapat mengontrol langsung proses aduannya. Hasilnya tampilan yang sederhana dengan memperhatikan sequence dapat dikonstruksikan dengan baik. Tampilan menggunakan grafis yang interaktif juga memudahkan pengguna baik oleh masyarakat maupun pemangku kepentingan tidak lagi kesulitan jika ingin mendapatkan data terkini.
PRODUKSI MEDIA PROMOSI DIGITAL UNTUK UMKM MELALUI PUSAT PENGEMBANGAN SUMBERDAYA WANITA (PPSW) Yakob, Freddy; Srimayasandy, Syahyuni; Adryans, Adryans; Cempaka, Putri Surya
Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v2i2.654

Abstract

Dalam rangka meningkatkan branding produk pelaku usaha mikro khususnya wanita, Pusat Pengembangan Sumberdaya Wanita (PPSW) melalui Koperasi Pengembangan Sumberdaya Wanita (KPSW) mewadahi para wanita agar tetap produktif sebagai pendukung dalam kegiatan ekonomi keluarga. Pelaku usaha wanita ini didominasi ibu rumah tangga yang masih awam terhadap branding dan media digital. Oleh karena itu pengabdian masyarakat ini bertujuan agar dapat memberikan pemahaman dan praktik terkait produksi media promosi dan media digital. Metode dilakukan dengan pelatihan berkelanjutan mulai dari pra produksi, produksi, dan pasca produksi kepada 10 KPSW pilihan. Pada pra produksi akan diajarkan terkait proses perencanaan konten dan teknik dasar pengambilan gambar. Lalu produksi dilakukan pada masing-masing lokasi KPSW dengan mentor dari pengabdi. Setelah itu pada pasca produksi dilakukan pembelajaran terkait editing dasar.  Selanjutnya melakukan publikasi hasilnya pada media digital. Luaran yang dihasilkan dari pengabdian ini adalah video untuk disebarkan melalui media digital. Pengabdian ini dapat memberikan konsep dasar bagi PPSW agar dapat memberikan pembelajaran kepada pelaku usaha pada KPSW lain. Dampak yang diharapkan adanya pengembangan produktifitas pelaku usaha mikro, khusus para wanita agar tetap berkontribusi dalam peningkatan ekonomi.
Perancangan Desain Kemasan sebagai Upaya Rebranding Promosi Produk UMKM Yakob, Freddy; Kartika, Tipri Rose; Akmalia, Nurul; Ardiani, Septia; Rahmayanti, Handika Dany
Kreator Vol. 11 No. 2 (2024): Kreator
Publisher : P3M Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/kreator.v11i2.1562

Abstract

The packaging design process for SMEs is often not a primary priority. As a result, business owners frequently overlook the branding process. Therefore, the design of this packaging is necessary as an effort to rebrand their products to increase their recognition. This study employs a qualitative descriptive method, utilizing interviews and literature reviews. Through the processes of recopy, recolor, and relayout, a redesign is carried out for products that previously had existing designs. The results show that recopy effectively communicates the message, recolor enhances the product's visual appeal, and relayout gives the packaging a more premium appearance, enabling SMEs to elevate their market position. This packaging design process is not merely about changing the appearance but is also a message construction process through words, colors, and layouts that can leave a lasting impression on consumers' minds.
PENDAMPINGAN PENGGUNAAN MEDIA INTERAKTIF PADA POSYANDU LANSIA SEBAGAI UPAYA PENCEGAHAN DEMENSIA DI KELURAHAN SRENGSENG SAWAH Khairunisa, Yuyun; Latif, Antinah; Dwi Nurwicaksono, Bayu; Kuswoyo, Deni; Yakob, Freddy
Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v4i2.1429

Abstract

Tim pengabdian dosen politeknik negeri media kreatif mengadakan kegiatan pengabdian masyarakat di Kelurahan srengseng sawah dengan pendampingan penggunaaan media interaktif pada kegiatan posyandu lansia yang diadakan rutin tiap bulan. Kegiatan ini merupakan implementasi hasil inovasi dosen berupa aplikasi game digital teka-teki silang (crosswords) untuk mendukung program pemerintah berupa kemandirian kesehatan pada masyarakat lansia. Sampai saat ini belum diketemukan obat untuk penyakit penurunan fungsi kognitif Alzheimer dan demensia yang merupakan gangguan kognitif pada lansia, namun beberapa penelitian menunjukkan bahwa latihan kognitif dan fisik dapat membantu mengurangi risiko dan gejala Alzheimer dan demensia. Pengguna game di Indonesia pada tahun 2022 adalah 170 juta orang atau dua pertiga penduduk Indonesia dengan pengguna baik anak-anak, remaja, dewasa maupun lansia. Game dapat menjadi alat yang efektif dalam membantu latihan kognitif dan fisik dengan menstimulasi otak dan memperkuat koneksi otak, yang dapat membantu mencegah atau memperlambat perkembangan Alzheimer dan demensia. Selain itu, game cerdas juga dapat memberikan hiburan dan motivasi kepada orang tua untuk terus berlatih dan mempertahankan kesehatan otak mereka. Kegiatan pendampingan dilaksanakan melalui berbagai tahapan yaitu perisapan, sosialisasi, pendampingan dan evaluasi. Kegiatan terlaksana dengan baik dan manfaat kegiatan dirasakan oleh para peserta.
Pelatihan Brand Awareness untuk UMKM sebagai Upaya Meningkatkan Ekuitas Produk Yakob, Freddy
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 1 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i1.7864

Abstract

UMKM Pangan Kota Bogor memiliki keunikan dari produk yang menggunakan tepung talas sebagai bahan utama dalam produk pangan yang diproduksinya. Namun, pemasaran produk saat ini masih terbatas pada metode mulut ke mulut dan pemasaran online sederhana. Oleh karena itu, tujuan dari pelatihan ini adalah untuk meningkatkan brand awareness sebagai strategi pemasaran yang efektif di tengah ketatnya persaingan pasar digital, sehingga dapat mendorong peningkatan penjualan produk UMKM. Metode yang digunakan dalam pelatihan ini mencakup presentasi materi, studi kasus, simulasi, dan diskusi kelompok. Selain itu, peserta juga mengikuti simulasi praktis yang memungkinkan mereka mengaplikasikan teori ke dalam skenario dunia nyata, memberikan pengalaman langsung dalam mengelola brand awareness secara efektif. Hasil dari pelatihan ini menunjukkan peningkatan pemahaman peserta terkait strategi brand awareness, yang terlihat dari jawaban-jawaban peserta atas prtanyaan-pertanyaan yang ditanyakan secara langsung selama kegiatan berlangsung. Secara keseluruhan, rangkaian kegiatan berjalan dengan lancar dan mencapai tujuan yang diharapkan.
E-CATALOGUE SEBAGAI BASIS DATA DAN MEDIA PROMOSI BUKU KARYA MAHASISWA PRODI PENERBITAN Akmalia, Nurul; Suratni, Suratni; Yuliana, Refi; Cempaka, Putri Surya; Yakob, Freddy
Jurnal Ilmiah Publipreneur Vol. 11 No. 1 (2023): Jurnal Ilmiah Publipreneur
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jip.v11i1.677

Abstract

Publishing is one of the creative industry sub-sectors that continues to grow in Indonesia. This research was carried out as a form of implementing digital publishing knowledge and digital marketing communication knowledge in the Publishing Study Program at Polimedia. The purpose of this research is to explain the creation of a digital catalogue that functions as an archive or database of the works of Publishing Study Program students, and as a promotional medium to a wider audience, as well as a capital for future entrepreneurial practices. The method used is qualitative-descriptive research with data collection techniques through literature/document studies, observation, and interviews. In practice, the research team carried out four stages of work, namely: (1) planning the concept of a website and digital catalogue, (2) compiling data and creating a manual catalogue, (3) compiling website content and website design, and (4) data integration (catalogue) to the website. The results obtained from this applied research are the establishment of a website http://katalog-bukupolimedia.my.id as a digital catalog of works by the Publishing Study Program students at Polimedia.
STRATEGI LIVE STREAMING DALAM MENDORONG GERAKAN BANGGA BUATAN INDONESIA Rakhmah, Khaerunnisa; Yakob, Freddy; Juniati, Rifkah Kusmita
Kinesik Vol. 11 No. 1 (2024): April
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/ejk.v11i1.902

Abstract

Indonesia has entered a massive digitalization round. As a platform to bring together buyers and sellers, the growing need for the Indonesian people. Various vocational services are scrambling to be the best of service, price, and security. This development is followed by a social media role that is no longer a hub for relationships but a place of marketing and branding. One of the highest contents nowadays is a live stream. Information management and access that is so quick and easy to give anyone a chance to do this live stream. Live streaming behavior becomes a social media strategy that has a very broad impact on people's interest in goods and services that are offered. This doubtless affected his productivity and increased his rise domino's. In addition, Indonesia, which is now preparing a campaign of investment in Indonesia, is expected to make us buy local products. This empowerment would stimulate a micro-, small, and medium-scale (SMSE) venture that was ravaged by the previous pandemic. With this live stream it is expected to help SMSE to increase public interest, expand the network of product marketing, improve the sale of products with good quality, and have an impact on national economic empowerment
Video data analysis of online live shopping streamers on Shopee Pathia, Laelatul; Cempaka, Putri Surya; Yakob, Freddy
Priviet Social Sciences Journal Vol. 5 No. 11 (2025): November 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i11.794

Abstract

This research aims to identify and formulate aspects that influence buyer decisions and the behavioral impulses that emerge from consumers when streamers conduct live shopping on the Shopee marketplace. This study aims to determine the close relationship between streamers and their viewers, thus influencing increased sales. In Indonesia, sales activities through marketplaces have experienced a significant increase, with a variety of available applications and features. Therefore, a method is needed that is not only informative, but also visually appealing, emotionally, communicative, and has an impact on improving the community's economy. This study aims to develop verbal and nonverbal methods for streamers during live shopping. This is an effective solution for identifying patterns that influence buyer decisions. This research method uses Video Data Analysis (VDA) and visual studies, namely methods that focus on what is depicted in visual data. Visual data are used to depict, describe, or analyze social phenomena through Visual Studies, Multimodal Interaction Analysis, Ethnography, and Experimental Behavioral Studies.  Researchers will focus on the situational dynamics and behaviors of video and visual streamers during live shopping for various products, including fashion, food, household items, and electronics. The expected outcome of this research is a concept of verbal and nonverbal communication in live shopping that is relevant to all types of marketplaces.