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Digital Persona vs Real Person: A Study on The Attractiveness of Human and Virtual Influencers in Social Media Advertising Junianta, Reynaldi Dwi; Sholihah, Masyithoh Annisaush; Andika, Binarin Tirto; Martutiningrum, Dwi; Sofyandi, Muhammad Saddam
Indonesian Journal of Economics, Business, Accounting, and Management (IJEBAM) Vol 2 No 6 (2024): Volume 2, No. 6, 2024
Publisher : PT SOLUSI EDUKASI BERDIKARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63901/ijebam.v2i6.99

Abstract

This study aims to compare the differences in the attractiveness of product advertising content with human influencers and VTubers using the audience experience approach. The audience's experience is seen through an assessment of the pragmatic and hedonic qualities of the two advertisements viewed. Attrakdiff is used as a method to measure the assessment of both product advertisements. There are 20 respondents who are asked to view both advertisements and fill out two different questionnaires representing advertisements with human influencers and VTubers. The results show that the attractiveness of advertisements with human influencers and VTubers has almost the same attractiveness. There are differences in pragmatic and hedonic-identity quality (human influencers are superior) and hedonic-stimulation (VTubers are superior), which differentiate between the two. Although there are differences in the assessment of the audience's experience in watching content from human influencers and VTubers, both still have almost the same appeal.
Analisis Pemberdayaan Masyarakat Sekitar Dark Tourism Destination "Museum Sisa Hartaku" dengan RETS Framework Junianta, Reynaldi Dwi; Albani, Yuda Fathi; Widiastuti, Bunga Ira; Husain, Muhammad Fadhilah
Jurnal Ilmu Manajemen Vol. 13 No. 3 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jim.v13n3.p716–728

Abstract

This study aims to analyze the impact of the dark tourism destination "museum sisa hartaku" on the community around the tourist destination using the Rural Empowerment of Tourism Scale (RETS) approach. The measurement with RETS examines aspects of psychological, social, and political empowerment. Dark tourism destinations are a form of niche tourism that seeks to highlight the dark side of an area and turn it into a tourist attraction. The presence of dark tourism destinations in communities affected by disasters is expected to have an empowering effect. The research method uses a mixed method in an effort to obtain data and conduct analysis using SPSS and SEM-AMOS. The results show that the community agrees that they have been empowered psychologically and socially, but doubts whether they have been empowered politically. The implications of the study indicate that RETS can be used to measure community empowerment around dark tourism, and also how residents around the tourist destination "museum sisa hartaku" need to be more politically empowered.
PERBANDINGAN SIKLUS HIDUP PRODUK DOTA 2 DAN CS:GO BERDASARKAN STRATEGI EVENT MARKETING Junianta, Reynaldi Dwi; Sanaji, Sanaji
JRMSI - Jurnal Riset Manajemen Sains Indonesia Vol. 10 No. 1 (2019): Jurnal Riset Manajemen Sains Indonesia
Publisher : Fakultas Ekonomi, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.135 KB) | DOI: 10.21009/JRMSI.010.1.01

Abstract

The purpose of this research is to get the Product Life Cycle’s phase from Dota 2 and CS:GO based on Polli and Cook model and to know the difference of impact of Marketing Event Dota 2 and CS:GO strategy on Product Life Cycle Dota 2 and CS:GO. The method of this research is qualitative. The data used are secondary data collected through documents on the internet. The data processed by the Polli and Cook formulas to produce the Product Life Cycle stages and data on Event Marketing both games are collected and compared each criteria. The results show that product life cycle both online games can be proved by Polli and Cook model. At each stage the two games have different strategies. Dota 2 Product Life Cycle stages are: 1) the introduction phase starts and ends in July 2012; 2) the growth stage starts in July 2012 and ends in November 2012; 3) the maturity phase starts in December 2012 until now. CS:GO Product Life Cycle stages are: 1) introduction phase starts and ends in August 2012; 2) the growth stage starts in August 2012 and ends in January 2014; 3) the maturity stage starts in February 2014 until now.