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Pengaruh Kualitas Konten Pada Akun Instagram @Folkative Terhadap Minat Baca Pada Kalangan Generasi Z Azis, Muhammad Abdul; Dharta, Firdaus Yuni; Oxcygentri, Oky
Innovative: Journal Of Social Science Research Vol. 5 No. 4 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i4.19492

Abstract

This study aims to examine the influence of content quality on the Instagram account @folkative toward reading interest among Generation Z. Known for their high engagement with social media and preference for visual-informative content, Generation Z serves as the focus of this quantitative research. The study involved 100 respondents aged 17–27 who follow the @folkative account. Data were collected through questionnaires and analyzed for validity and reliability. The findings reveal that content quality—covering accuracy, relevance, depth, and presentation style—has a significant impact on the reading interest of Generation Z. The results indicate that well-crafted and informative social media content can effectively increase young audiences’ interest in reading. This study offers practical insights for digital media managers to design more engaging content strategies that promote literacy in the digital age.
Fenomena Pegiat Game pada Kelompok Usia Muda (Studi Fenomenologi pada Game God of War Ragnarok di Pondok Kopi Jakarta Timur) yogatama, andika yogatama; Ramdhani, Muhammad; Oxcygentri, Oky
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 7 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11054409

Abstract

God of War Ragnarok, which was released on November 9, 2022, with the adventure genre, was popular in the East Jakarta area when it was first released. The popularity of this game is interesting to research because according to data from statista.com, games with the adventure genre are less attractive to Indonesian gamers in 2022. This study aims to find out what is the motive for someone to play this game until this game was popular, especially in Pondok Kopi, East Jakarta. This study used qualitative research methods with Alfred Schutz's phenomenological approach. The subjects of this study consisted of five youth age group game activists in Pondok Kopi, East Jakarta. Using interview, conservation, triangulation and documentation methods. The results of this study found that someone's motive for playing God of War Ragnarok is because of media impressions, friend invitations, following trends, nostalgia and wanting to collect the game. There is also a different God of War game experience today when compared to the PlayStation 2 era, starting from changes in graphics and game features to mobile games that are more in demand and more online games that make the lack of togetherness playing games that now feel more individual.
Pengaruh Terpaan Hashtag #OOTD Pada Media Sosial TikTok Terhadap Perilaku Impulse Buying (Survei pada Pengikut Akun X @callistaverss) Rasya, Muhammad Irfan Hady; Lubis, Fardiah Oktariani; Oxcygentri, Oky
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 7 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11183581

Abstract

This research aims to examine and measure the impact of #OOTD on impulse buying behavior among followers of the X account @callistaverss. This research uses a questionnaire to answer statements. The population in this study were followers of the X account @callistaverss. The sample in this study was 99 respondents. The sampling technique in this research uses a non-probability sampling technique using a purposive sampling method, with the following criteria: 1) Active followers on the X account @callistaverss, 2) Using the TikTok social media account, 3) Have you ever seen content with the hashtag #OOTD on TikTok social media. The data collection technique in this research uses a questionnaire in the form of a Google Form. The analysis techniques in this research use validity tests, reliability tests, normality tests, coefficient of determination tests, simple linear regression tests, and hypothesis tests. The results of the research show that there is a significant influence between #OOTD exposure on Tiktok social media on impulse buying behavior among followers of the X account @callistaverss.
Pengaruh Konten Sepakbola Liga Inggris di Aplikasi Vidio terhadap Minat Menonton Grup Manchester United Fans Indonesia di Telegram Kelvin Roberto Maksindo Manurung; Oky Oxcygentri; Ema
Da'watuna: Journal of Communication and Islamic Broadcasting Vol. 5 No. 2 (2025): Da'watuna: Journal of Communication and Islamic Broadcasting
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/dawatuna.v5i2.6519

Abstract

Football has a global appeal, including in Indonesia, as reflected by the high level of public interest in the sport. The advancement of technology allows fans to watch matches through services such as Vidio. This study focuses on the use of football services and fan communities, specifically the "Manchester United Fans Indonesia" group on Telegram. The aim of this research is to examine the extent to which football content from the English Premier League on the Vidio app influences the viewing interest of the Manchester United Fans Indonesia group on Telegram. This study applies the Uses and Effects theory and utilizes a descriptive quantitative method, with probability sampling techniques and random sampling. The sample consists of 93 members from the Manchester United Fans Indonesia group on Telegram. The results indicate that the football content of the English Premier League significantly influences the viewing interest of the Manchester United Fans Indonesia group on Telegram. This is evident from the correlation coefficient (R^2) of 0.705 and the coefficient of determination (R²) of 0.498. This indicates that the variable X (English Premier League content on the Vidio app) influences variable Y (viewing interest of the Manchester United Fans Indonesia group on Telegram) by 49.8%, while the remaining variance is influenced by other factors not included in this study.
Efektivitas Komunikasi Pemasaran Terpadu PT. Bayou Berjaya Indonesia Pada Produk Snack “My Kripick” Roemitha Marth; Mayasari, Mayasari; Oky Oxcygentri
MUKASI: Jurnal Ilmu Komunikasi Vol. 4 No. 4 (2025): November 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/mukasi.v4i4.5787

Abstract

This study aims to determine and understand the implementation of integrated marketing communications carried out by PT. Bayou Berjaya Indonesia as a micro, small, and medium enterprise (MSME) in marketing the snack product "My Kripick". The theoretical framework used refers to the IMC (Integrated Marketing Communication) concept proposed by Kotler and Keller. This study uses a qualitative method with a descriptive approach where data collection is obtained through interview, observation, and documentation techniques. Informants in this study involved 4 people at PT. Bayou Berjaya Indonesia consisting of 1 business owner, 2 marketing and production employees, and 1 social media admin. The results of the study show that PT. Bayou Berjaya Indonesia has carried out several elements of IMC, namely advertising, sales promotion, personal selling, and events and experiences. The implementation of this strategy has been effective in accelerating the growth of the "My Kripick" product business, as evidenced by achievements such as being nominated for the Top 11 UKM (Small and Medium Enterprises) Food Award in the food and snack category from the Ministry of Trade of the Republic of Indonesia and the Top 10 MSME Onboarding Bank Indonesia 2023.