Fakhriy Dinansyah
Universitas Multimedia Nusantara

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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.
Live streaming commerce as communication media at Social Bread Fakhriy Dinansyah; Daniel Susilo; Agustinus Rusdianto Berto
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.