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PENGARUH INOVASI PRODUK,HARGA,TEMPAT DAN PROMOSI DIGITAL TERHADAP PERILAKU KONSUMEN PADA KAWASAN LEMBU PUTIH DESA TARO Putu Ratna Juwita Sari; Luh Kalpikha Putri Utami
Juremi: Jurnal Riset Ekonomi Vol. 5 No. 1: Juli 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/juremi.v5i1.10668

Abstract

In an increasingly competitive tourism industry, understanding consumer behavior is essential to attract and retain tourists. Consumer behavior covers a wide range of aspects, from natural beauty, culture, to the facilities and services offered. Tourism development, like other business developments, requires consideration of market tastes. To win the competition, tourist destinations need to understand how the various elements in the Marketing Mix, especially product, price, place, and promotion, affect their appeal to consumers. Quantitative research methods use numerical data and emphasize the research process on objective measurement of results using statistical analysis and are intended to determine whether there is a relationship between two or more variables. In addition, this study uses the help of a qualitative approach to describe the characteristics of respondents and the scale assessment given by respondents to all indicators in this study. An indicator is declared valid if it has a loading factor above 0.7 against the intended construct. In the model above, it can be seen that all indicators have a loading factor value above 0.7 which can be said to be valid. Prices that match product quality, Product quality is the main factor in forming positive perceptions of tourists towards tourist destinations. High-quality products can provide a satisfying experience and increase visitor loyalty. In the digital era, clear and complete information is very important to attract consumer attention. Digital promotions that provide useful information about products or services will increase tourists' interest in visiting. Accessibility is a factor that greatly influences tourists' decisions to visit the Lembu Putih tourist destination. Locations that are easy to reach will increase the number of visits, while locations that are difficult to reach can reduce tourist interest.
Pengembangan Wisata Berbasis Reinventing Government Pada Objek Wisata Hidden Canyon Beji Guwang Kartika, Gita; Ni Wayan Widhiastini; Putu Ratna Juwita Sari; Ni Putu Bayu Widhi Antari
PESHUM : Jurnal Pendidikan, Sosial dan Humaniora Vol. 5 No. 1: Desember 2025
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/peshum.v5i1.13115

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan prinsip Reinventing Government atau konsep mewirausahakan birokrasi dalam pengembangan Objek Wisata Hidden Canyon Beji Guwang di Kabupaten Gianyar. Penelitian ini menggunakan metode deskriptif kualitatif dengan pengumpulan data melalui wawancara, observasi, dan studi dokumentasi. Informan penelitian terdiri dari Kepala Desa Guwang, Ketua BUMDes, pengelola Hidden Canyon, masyarakat setempat, dan pihak swasta yang terlibat. Hasil penelitian menunjukkan bahwa penerapan prinsip Reinventing Government telah membawa perubahan positif dalam pengelolaan wisata di Desa Guwang. Pemerintah desa kini tidak lagi menjadi pelaksana utama, melainkan berperan sebagai fasilitator dan pendorong, sementara pengelolaan sehari-hari dilakukan oleh BUMDes dan pengelola. Beberapa prinsip seperti pemerintahan berorientasi hasil, pemerintahan wirausaha, dan pemerintahan berorientasi pada pelanggan sudah diterapkan melalui inovasi wisata, peningkatan pelayanan, serta pelibatan masyarakat lokal. Namun, pelaksanaannya masih menghadapi berbagai kendala seperti partisipasi masyarakat yang belum merata, keterbatasan sumber daya manusia dalam promosi digital, dan kurangnya dukungan dari pemerintah daerah. Secara keseluruhan, penerapan prinsip Reinventing Government di Hidden Canyon Beji Guwang memiliki potensi besar untuk menciptakan pengelolaan wisata yang lebih mandiri, inovatif, dan berkelanjutan jika kolaborasi dan kapasitas pengelola terus ditingkatkan.
Ruang Digital Sebagai Arena Komunikasi Kelompok Para Pemain Game Online Valorant Frank Lee; Putri Ekaresty Haes; Putu Ratna Juwita Sari; Ni Ketut Arniti
Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora Vol. 5 No. 4 (2026): JURRISH: Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrish.v5i4.9100

Abstract

This study aims to analyse the function of digital spaces in the online game Valorant as an arena for group communication among players, as well as to identify the communication patterns that emerge in team interactions whilst playing online. The research method employed is a qualitative descriptive design. Data were collected through participant observation of three Valorant teams playing regularly over a four-week period, in-depth interviews with 12 informants purposively selected based on their level of play, and documentation of text and voice conversations within the game. Data analysis was conducted using the Miles and Huberman interactive model, which encompasses data reduction, data display, and conclusion drawing. The research findings indicate that the digital space of the online game Valorant functions as a dynamic arena for group communication, characterised by three primary patterns. First, secondary communication patterns, wherein communication occurs via intermediaries such as team chat features or audio cues from other players. Second, one-way communication patterns, where the communicator conveys a message to the recipient as the final destination without immediate feedback, for example, one-way instructions during critical situations. Third, the circular communication pattern involves the continuous exchange of information and roles between the communicator and recipient, thereby creating a negotiation of shared meaning and strategy. These three patterns confirm that the space.