Desman Hidayat
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Virtual Influencers : Is The Persona Trustworthy? Rafki Chandra Wibawa; Chairani Putri Pratiwi; Eko Wahyono; Desman Hidayat; Wilyan Adiasari
Jurnal Manajemen Informatika (JAMIKA) Vol 12 No 1 (2022): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v12i1.6706

Abstract

In today's digital world, people are using social media at a higher rate than ever before. One digital marketing phenomenon is the use of services from a virtual influencer. Virtual influencers are computer-generated models who are becoming increasingly famous on social media. The purpose of the study is to identify and analyze the communication way of virtual influencers in the digital marketing era. The current study uses a literature review method that searches article titles and abstracts in electronic databases (Scopus and Google Scholar) for studies published between 2018-2022 using keywords. The importance of this research is due to the phenomenon and data literature on lifestyle, interaction patterns, and most of the media production from conventional to digital which has a significant impact on the development of the digital world. The results show the perspective of digital experts on the efficacy and trustworthiness of the use of virtual influencers as a marketing strategy is capable of promoting businesses. Virtual characters can give a new color and dimension to the global marketing world and will be widely used in various industries such as fashion, music, games, films, marketing, education, and politics.
The Implementation of Gamification System in Asian Higher Education Teaching Desman Hidayat
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i1.7218

Abstract

Low level of in-class participation can be a problem for lecturers when they teach Asian students. One of the reason is the characteristics of the Asian students, which are quiet and passive. Active learning is needed to solve this problem. Gamification is one of the things that can improve active learning. This study aims to understand how to design gamification system for higher education teaching, the factors contributed to the gamification system in higher education, and the impacts of the gamification system for students with the case study of Bina Nusantara University in Indonesia. The finding shows that there are several things to consider in designing gamification system. Factors in the system, the lecturers, the course, and the students also take important parts in the implementation. When it is done correctly, there will be a lot of positive impacts for the students and the teaching.