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Attention Economy in Video Streaming Application: Avatar Interaction in YouTube Video Content Monetization Maharso, Reno Dalu; Irwansyah, Irwansyah
Jurnal Komunikasi Indonesia Vol. 8, No. 1
Publisher : UI Scholars Hub

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Abstract

This article would like to unveil avatar interactions under the attention economy framework in online video streaming applications, taking YouTube as example, and how it benefits content creators to monetize their channels’ contents. The theory of attention economy is proposed to explain how these avatar interactions in video streaming applications are perceived as a mode of transaction by using attention as universal currency. This article is elaborated using the social information processing theory to identify content creators’ avatar credibility through the application of cues during computer-mediated communication. To enrich the concept of credibility and methodology, the prominence-interpretation theory is also proposed. The method applied to this study is qualitative content analysis by examining five monetized Indonesian YouTube channels. In coding stage, several elements of the channels were identified, such as channel age, number of followers, and number of videos. Then from each channel, the video with the biggest number of views was picked and the types of advertisement showing up in such videos were examined. The observation found that five biggest YouTube channels in Indonesia in terms of number of subscribers had monetized their videos. Their videos had either overlay or non-stoppable video ad content during playback. This showed that number of views and engagements were generated from interactions between the content creators’ and visitors’ avatars. Attention metrics served as metrics in the attention economy framework, which in turn contribute to monetization — making it possible to see that YouTube channels were standardized to meet advertisers’ requirements.
DARI MATA TURUN KE TELINGA: PERAN CUES DALAM NAVIGASI KONTEN APLIKASI DIGITAL AUDIO STREAMING Maharso, Reno Dalu; Irwansyah, Irwansyah
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 5 No. 02 (2019): August 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i2.2484

Abstract

AbstrakPara pengguna ponsel pintar (smartphone users) sudah terbiasa menggunakan aplikasi mobile yang dipasangkan pada perangkat mereka. User mencari konten yang mereka inginkan dengan cara mengandalkan aspek visual yang disajikan oleh suatu aplikasi mobile. Aspek visual juga berlaku untuk menavigasi diri user dalam aplikasi yang menyediakan konten audio seperti aplikasi digital audio streaming. User mengandalkan aspek visual berupa cues pada Social Information Processing Theory (SIPT). Verbal cues antara lain nama penyanyi, judul lagu, nama playlist, lalu non-verbal cues seperti artwork yang menyertai sebuah konten lagu. Dengan mengambil contoh aplikasi Spotify, peneliti ingin menunjukkan bahwa aspek visual merupakan aspek utama dalam navigasi aplikasi konten audio. Penelitian dilakukan dengan analisis konten kualitatif untuk menelaah cues SIPT yang terdapat pada aspek navigability dalam model MAIN, diperkuat dengan focus group discussion kepada user Spotify untuk mendapatkan data mengenai pengalaman navigasi konten musik lewat cues yang tersedia. Analisis dilakukan dengan metode kualitatif deskriptif untuk menunjukkan aspek-aspek cues yang dominan. Hasil penelitian menunjukkan fitur search paling banyak digunakan untuk mencari konten lagu yang diinginkan dan user menavigasi pencarian terutama lewat judul lagu. Kata Kunci: aplikasi mobile, cues, digital audio streaming, navigasi, visual AbstractSmartphone users have accustomed to using mobile applications – apps – on their phones, either pre-installed or obtained through the app market. Users look for any content they desire in an app by relying on visual aspects presented by the app itself. These visual aspects also relied on when users need to navigate themselves through audio content made available in digital audio streaming apps. These aspects in the framework of Social Information Processing Theory (SIPT) in terms of verbal cues are artists’ names, song titles, playlists’ names, and non-verbal cues are artworks that accompany audio contents. Taking Spotify as a sample case, writers want to show that visuals become the sole aspect to navigate through content in a digital audio streaming app. The writers use qualitative content analysis to study elements of SIPT cues in the MAIN model. A focus group discussion to Spotify users is also conducted to obtain data about their navigating experience through cues available in the app. The analysis was conducted qualitative-descriptively to show which dominant aspects of cues. Results show ‘search’ as the most used feature when navigating through Spotify, and song title becomes the most popular way to search for songs.  Keywords: cues, digital audio streaming, mobile app, navigation, visual