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Pariwisata Digital Populer: Kajian Destinasi Wisata Berbasis Video Game Arditya Prayogi; Riki Nasrullah; Imam Prayogo Pujiono; Singgih Setiawan; Moh. Syaifuddin
TOBA: Journal of Tourism, Hospitality, and Destination Vol. 4 No. 1 (2025): Februari 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/toba.v4i1.4923

Abstract

Digital tourism has grown rapidly with the advancement of information and communication technology, allowing tourists to explore destinations through digital media. One of the new trends in this field is the use of video games as a tool for tourism exploration and promotion. Some games, such as Assassin's Creed, present representations of real cities or fictional worlds that influence tourists' perceptions and encourage their interest in visiting related locations. However, there are still few studies that discuss in depth how experiences in video games can influence tourists' decisions in choosing tourist destinations. Therefore, this article aims to analyze the role of video games in shaping digital tourism trends and their impact on the tourism industry more broadly. This study uses a qualitative method with a literature review approach that includes an analysis of various literature related to digital tourism and the influence of video games on tourist destinations. Data sources consist of scientific journals, books, and research reports that are relevant to the topic. The results of the study show that video games can be an effective tourism marketing tool and provide an immersive virtual tourism experience through virtual reality (VR) and augmented reality (AR) technology. In addition to opening up new economic opportunities in the tourism sector, video games can also reduce the impact of overtourism by providing alternative digital tourism. However, there are challenges in the accuracy of cultural representation and technological accessibility. Therefore, collaboration between the tourism industry and game developers is needed to create inclusive, authentic and sustainable digital experiences.
Pelatihan Pembuatan Video Pendidikan di Youtube dengan Kecerdasan Buatan (AI) bagi Mahasiswa PAI UIN Gusdur Pekalongan Imas Saffanatul Aminah; Sylva Fahri Nailannaja; Imam Prayogo Pujiono; Ahmad Ta'rifin; Moh. Syaifuddin; Arditya Prayogi; Widodo Hami
Journal of Social and Community Service Vol. 3 No. 3 (2024): November 2024
Publisher : Faculty of Engineering University of Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jestmc.v3i3.181

Abstract

Peningkatan kemampuan pendidik di era disrupsi informasi seperti saat ini, terutama dalam menghasilkan konten video pendidikan melalui kanal Youtube, menjadi aspek krusial untuk menunjang kualitas pembelajaran masa kini. Para calon pendidik maupun pendidik itu sendiri perlu terus berinovasi dan berkreasi agar tetap kompetitif, salah satunya dengan menguasai pembuatan konten video pendidikan yang dapat disebarluaskan melalui media Youtube. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan pembekalan kepada peserta mengenai cara yang tepat dalam memproduksi konten video pendidikan menggunakan laman Youtube dengan memanfaatkan kecerdasan buatan. Harapannya, para peserta dapat mengembangkan keterampilan yang memadai dalam menghasilkan video pendidikan yang mampu meningkatkan kualitas pembelajaran. Kegiatan ini dilakukan menggunakan metode service learning, yang mengombinasikan penyampaian materi teoritis melalui ceramah dan praktik langsung. Hasil kegiatan menunjukkan bahwa para peserta memiliki pemahaman yang baik terhadap materi yang disampaikan, serta telah menguasai keterampilan dasar dalam pembuatan konten video pendidikan berbasis Youtube. Selain itu, kegiatan ini memberikan dampak sosial positif, yang tercermin dari respons baik yang diberikan oleh peserta.