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Gamers with Different Ability and the role of EAI (E-Sports Ability Indonesia) Charlie Tjokrodinata; Cendera Rizky Anugrah Bangun; Fakhriy Dinansyah; Artika Rachmi Farmita
Jurnal Interaksi: Jurnal Ilmu Komunikasi Vol 6, No 1 (2022): Jurnal Interaksi: Jurnal Ilmu Komunikasi
Publisher : UMSU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/interaksi.v6i1.8162

Abstract

This research project is intended to explore the way people with disability in accessing mobile gaming especially in E-Sports. Games are framed as sources of cultural capital and sites of pleasure and entertainment. Unfortunately, people with disabilities are often materially and culturally excluded from both systems through inaccessible interfaces, and also a lack of representation in games’ content.  Mass Media likewise plays a crucial role in shaping public perception and influencing the powers that be, however the representation is still lacking and requires communities like  E-Sports Ability Indonesia (EAI) to help amplify the message. EAI is a community that was formed based on the awareness that gamers with physical limitations have the same rights as other gamers, it’s to enjoy the game and participate in various e-Sport championships. EAI is active in advocating people with disabilities to participate in activities related to e-Sport. Methodology used in this article is post-positivist approach with interview and FGD methods, both from EAI (E-Sport Ability Indonesia), gamers, and PB E-Sport Indonesia. This article is expected to give further insight about the role of communities like EAI in providing better access to  people with disabilities in playing video games and participating in E-Sport events.
PERAN ORGANISASI E-SPORTS DALAM AKSESIBILITAS UNTUK PEMAIN DISABILITAS Fakhriy Dinansyah; Charlie Tjokrodinata; Cendera Rizky Anugerah Bangun
Ultimacomm: Jurnal Ilmu Komunikasi Vol 14 No 1 (2022)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimacomm.v14i1.2569

Abstract

The Indonesian e-sports industry cannot be separated from the role of organizations that oversee and manage all activities of e-sports players, which are expected to provide better accessibility for people with disabilities to be equal in recording achievements in the field of e-sports. This problem is closely related to the increase in internet access and the use of smartphones which are commonly used by people with disabilities, including playing games. This study aims to determine whether e-sports organizations as stakeholders provide accessibility for persons with disabilities. This study uses previous research that analyzed persons with disabilities in various roles in the new media ecosystem. Also, the fact that accessibility refers to the ability of a person with one or more disabilities to make meaningful use of media technology. Standpoint theory is the main theory as the basis and tool for analyzing the results of this study. This research uses a qualitative case study method with data collection techniques through interviews and literature studies and a post-positivist research paradigm. This study indicates that Esports Organizations in Indonesia have not been able to play a role in providing accessibility for gamers with disabilities. Of the three formal organizations, only IESPA has special attention by creating a para-Esports division for people with disabilities. Meanwhile, AVGI & PB ESI do not yet have a specific program. On the other hand, community-based informal organizations such as EAI have a great interest in being able to advocate for gamers with disabilities. Keywords: disability, accessibility, e-sports, new media, organization
Communication Patterns in the Use of Communication Features in Online Games Case Study: Valorant Krisvianty, Gabriela Glory Excelin; Dinansyah, Fakhriy; Bangun, Cendera Rizky Anugrah
Jurnal Vokasi Indonesia Vol. 11, No. 2
Publisher : UI Scholars Hub

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Video games are a form of innovation in developing variations in human interaction. They were initially used as a means of entertainment that required direct communication and interaction, now mediated by computers in various forms. In addition, video games consisting of console, mobile, and PC categories have also become competitive sports achievements, thus making gaming activities more competitive and have different communication patterns. The aim of this research is to find out how the communication patterns of online game players use communication features to help win the game. Valorant is an online game that provides communication features in it. This research uses computer-mediated communication theory, virtual communication and gaming as social activity. Case study used in this with observation and interview as techniques to collect data. This study found out that the patterns of communication in the Valorant online games include secondary communication pattern, which means communications run with mediums; singular communication patterns, which is communication where the communicator deliver pieces of information to the communicant as a terminal point; and circular communication patterns which is a communication process where the pieces of information are exchanged in between communicator and communicant and there is function exchange as well.
Meta Verified Trends in Indonesia Related to Brand’s Endorsement Decisions Putri, Vega Karina Andira; Dinansyah, Fakhriy
Jurnal Audience: Jurnal Ilmu Komunikasi Vol. 7 No. 2 (2024): AGUSTUS 2024
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v7i2.9902

Abstract

In June 2023, Meta Verified has been available and can be purchased in Indonesia. Meta Verified is a service that allows all Instagram and Facebook users to get a blue tick and several other benefits the company offers. The interest of Instagram users in subscribing to this service is immense because a blue tick accompanying the account name is considered to strengthen an individual's profile. The blue tick is believed to support the personal branding built by someone on Instagram to become more credible. So far, brands have a preference for choosing accounts with a blue tick because they are synonymous with their credibility in the eyes of the public. Aditya's research in 2021 shows that the source's credibility increases awareness of the company and can determine the attitude of Indonesian consumers towards a brand advertisement. The presence of Meta Verified, which now allows all users to have a blue tick without showing credibility, is the background to the paper entitled "Meta Verified Trends in Indonesia Regarding Endorsement Decisions by Brands." This research aims to determine whether there has been a change in the preferences of endorsers who have blue ticks on Instagram. This research paper uses a case study method with data collection techniques through interviews with brands who frequently endorse on Instagram social media. This research shows that brands place a larger endorsement budget for Instagram accounts with a blue tick that does not use subscription services or for those that get the blue tick organically.Keywords: Meta Verified, Personal Branding, Endorsement, Social Media, Innovation
Live streaming commerce as communication media at Social Bread Dinansyah, Fakhriy; Susilo, Daniel; Berto, Agustinus Rusdianto
Bricolage : Jurnal Magister Ilmu Komunikasi Vol 10, No 1 (2024): Accredited by Kemenristekdikti RI SK No.152/E/KPT/2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/bricolage.v10i1.4999

Abstract

Live streaming commerce is the most up-to-date promotional tool connecting sellers and buyers. Social Bread utilizes this phenomenon as an institution that provides services for businesses to optimize product sales through the live-stream commerce method. Social Bread is a medium that bridges the buying and selling process. Much research on similar topics has been conducted, especially from China and the United States. However, little has been done in Indonesia, even though Indonesian businesses and society widely use this feature. This research aims to determine how live-streaming commerce is implemented and how the institution implementing live-streaming commerce becomes a communication medium for conveying messages to the audience. This research uses a qualitative case study methodology through interview techniques with the CEO, VP Operations, and Streamer from Social Bread. As a result, live streaming commerce embodies the Communicator – Medium – Communicator communication process, namely the business represented by the Streamer as the Communicator, an online shopping platform with live streaming features mediated by Social Bread as the medium, and the audience as the Communicant. The process of preparing live-stream commerce on Social Bread starts from implementing the client's brief by the Streamer to get the predicted results: increasing sales from live streaming. The consumers' cognitive responses previously in the audience are recorded, and a report is made to be presented to the client as evaluation material.
Pendampingan Branding Berbasis Kecerdasan Buatan dan Desain Komunikasi Visual Untuk Digitalisasi Promosi UMKM Balikpapan Rijal Fadilah; Fakhriy Dinansyah; Dewi Yuniar
DEDIKASI SAINTEK Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): April 2026
Publisher : Al-Hijrah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58545/djpm.v5i1.892

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) kerajinan tangan di Kota Balikpapan menghadapi persoalan berupa lemahnya konsistensi identitas merek, rendahnya kualitas komunikasi visual, serta terbatasnya pemanfaatan kecerdasan buatan untuk promosi digital. Pengabdian ini bertujuan meningkatkan pemahaman, keterampilan, dan kemandirian mitra dalam membangun branding, menghasilkan konten promosi, serta mengelola media sosial secara lebih terencana. Kegiatan ini melibatkan 30 pelaku UMKM kerajinan tangan melalui pendekatan Participatory Engagement dan model Action Research berbasis learning by doing. Hasil pengabdian menunjukkan bahwa nilai rata-rata peserta meningkat dari 49,5 menjadi 82,9 atau bertambah 33,4 poin. Seluruh peserta menghasilkan satu paket brand kit digital yang memuat logo atau penyempurnaan logo, palet warna, tipografi, lima templat media sosial, deskripsi produk berbasis kecerdasan buatan, dan kalender konten. Sebanyak 27 UMKM telah menerapkan aset visual baru, sedangkan tiga UMKM telah memiliki desain final dan rencana implementasi. Setelah empat minggu penerapan, rata-rata jangkauan konten meningkat 47,8%, interaksi 39,6%, kunjungan profil 33,4%, jumlah pengikut 11,8%, dan kontak calon konsumen 24,5%. Pendampingan kelompok kecil juga meningkatkan kepercayaan diri peserta; 25 orang mampu menyusun prompt dan memproduksi variasi konten secara mandiri, sedangkan lima lainnya masih memerlukan panduan. Program ini menunjukkan bahwa integrasi kecerdasan buatan dan desain komunikasi visual melalui pendampingan partisipatif efektif memperkuat kapasitas branding dan promosi digital UMKM secara mandiri, kritis, etis, dan berkelanjutan sesuai karakter produk lokal Balikpapan.
Pendampingan Branding Berbasis Kecerdasan Buatan dan Desain Komunikasi Visual Untuk Digitalisasi Promosi UMKM Balikpapan Rijal Fadilah; Fakhriy Dinansyah; Dewi Yuniar
DEDIKASI SAINTEK Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): April 2026
Publisher : Al-Hijrah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58545/djpm.v5i1.892

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) kerajinan tangan di Kota Balikpapan menghadapi persoalan berupa lemahnya konsistensi identitas merek, rendahnya kualitas komunikasi visual, serta terbatasnya pemanfaatan kecerdasan buatan untuk promosi digital. Pengabdian ini bertujuan meningkatkan pemahaman, keterampilan, dan kemandirian mitra dalam membangun branding, menghasilkan konten promosi, serta mengelola media sosial secara lebih terencana. Kegiatan ini melibatkan 30 pelaku UMKM kerajinan tangan melalui pendekatan Participatory Engagement dan model Action Research berbasis learning by doing. Hasil pengabdian menunjukkan bahwa nilai rata-rata peserta meningkat dari 49,5 menjadi 82,9 atau bertambah 33,4 poin. Seluruh peserta menghasilkan satu paket brand kit digital yang memuat logo atau penyempurnaan logo, palet warna, tipografi, lima templat media sosial, deskripsi produk berbasis kecerdasan buatan, dan kalender konten. Sebanyak 27 UMKM telah menerapkan aset visual baru, sedangkan tiga UMKM telah memiliki desain final dan rencana implementasi. Setelah empat minggu penerapan, rata-rata jangkauan konten meningkat 47,8%, interaksi 39,6%, kunjungan profil 33,4%, jumlah pengikut 11,8%, dan kontak calon konsumen 24,5%. Pendampingan kelompok kecil juga meningkatkan kepercayaan diri peserta; 25 orang mampu menyusun prompt dan memproduksi variasi konten secara mandiri, sedangkan lima lainnya masih memerlukan panduan. Program ini menunjukkan bahwa integrasi kecerdasan buatan dan desain komunikasi visual melalui pendampingan partisipatif efektif memperkuat kapasitas branding dan promosi digital UMKM secara mandiri, kritis, etis, dan berkelanjutan sesuai karakter produk lokal Balikpapan.
PERAN ORGANISASI E-SPORTS DALAM AKSESIBILITAS UNTUK PEMAIN DISABILITAS Fakhriy Dinansyah; Charlie Tjokrodinata; Cendera Rizky Anugerah Bangun
ULTIMA Comm Vol 14 No 1 (2022): ULTIMACOMM
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimacomm.v14i1.2569

Abstract

The Indonesian e-sports industry cannot be separated from the role of organizations that oversee and manage all activities of e-sports players, which are expected to provide better accessibility for people with disabilities to be equal in recording achievements in the field of e-sports. This problem is closely related to the increase in internet access and the use of smartphones which are commonly used by people with disabilities, including playing games. This study aims to determine whether e-sports organizations as stakeholders provide accessibility for persons with disabilities. This study uses previous research that analyzed persons with disabilities in various roles in the new media ecosystem. Also, the fact that accessibility refers to the ability of a person with one or more disabilities to make meaningful use of media technology. Standpoint theory is the main theory as the basis and tool for analyzing the results of this study. This research uses a qualitative case study method with data collection techniques through interviews and literature studies and a post-positivist research paradigm. This study indicates that Esports Organizations in Indonesia have not been able to play a role in providing accessibility for gamers with disabilities. Of the three formal organizations, only IESPA has special attention by creating a para-Esports division for people with disabilities. Meanwhile, AVGI & PB ESI do not yet have a specific program. On the other hand, community-based informal organizations such as EAI have a great interest in being able to advocate for gamers with disabilities. Keywords: disability, accessibility, e-sports, new media, organization