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KOMUNIKASI PEMASARAN DALAM INDUSTRI GIM PASCA COVID-19: TINJAUAN SISTEMATIS DENGAN METODOLOGI PRISMA I Ketut Gunarsa; Heru Prasetyo
Journal of Innovation Research and Knowledge Vol. 5 No. 2: Juli 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study examines the development of the marketing communication within the video game industry following the COVID-19 pandemic through a systematic literature review, employing the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology. In response to the rapid digitalization triggered by COVID-19, companies have shifted how they engage with audiences by adopting new strategies such as social media, livestreaming, Esports, and narrative-building in online spaces. Academic studies have identified an expansion in the video game literature, however, notable gaps remain. By analyzing peer-reviewed literature from 2018 onward, this study identifies trends and discourses. Findings reveals that, although marketing strategies have changed, current academic discussions are fragmented and lack integration. Future studies should focus on distinguishing pre- and post-COVID-19 strategies to emphasize their relevance and develop comprehensive framework capable of analyzing the interdisciplinary nature of this field
EFEKTIVITAS MEDIA SOSIAL DALAM PENGEMBANGAN DESA WISATA: SEBUAH KAJIAN LITERATUR I Ketut Gunarsa; Budiman, Diky
INSPIRE : Journal of Culinary, Hospitality, Digital & Creative Arts and Event Vol. 2 No. 2 (2024): INSPIRE : Journal of Culinary, Hospitality, Digital & Creative Arts and Event
Publisher : Politeknik Internasional Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46837/inspire.v2i2.61

Abstract

Pada zaman digital saat ini banyak cara yang dapat dilakukan untuk mempromosikan sebuah desa wisata. Media sosial muncul sebagai tempat atau wadah yang sangat baik untuk dapat dipergunakan dalam promosi destinasi wisata. Keterjangkauan yang luas kepada audiens dalam hal ini wisatawan dalam dan luar negeri yang besar dan beragam, memberikan kesempatan bagi media social seperti Instagram, Facebook, dan TikTok mampu memberikan informasi dalam bentuk platform bagi desa-desa wisata untuk menampilkan keunikan mereka secara visual dan interaktif. Adapun tujuan dari penelitian ini adalah untuk mengeksplorasi efektivitas media sosial dalam pengembangan desa wisata melalui kajian literatur yang komprehensif. Metode penelitian yang digunakan adalah literature review. Hasil yang diperoleh dari telaah literatur yang dilakukan yakni, platform media sosial Instagram merupakan sebuah wadah yang paling efektif dalam promosi desa wisata jika dikelola dengan baik, menggunakan konten berkualitas, dan didukung oleh sinergi antar pemangku kepentingan. Namun, optimalisasi pengelolaan akun dan pengembangan kapasitas sumber daya manusia tetap merupakan tantangan yang perlu diatasi untuk mencapai hasil terbaik.
Edukasi Potensi Bisnis Game melalui Gamification Method bagi Generasi Z Budiman, Diky; I Ketut Gunarsa
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 4 No. 2 (2025): Jurnal Ilmiah Pengabdian dan Inovasi
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v4i2.722

Abstract

The rapid development of the global game industry has created new opportunities for digital entrepreneurship among younger generations. This community service program aims to introduce high school students to the economic potential of the game industry through the application of the gamification method. The program was conducted with students from senior high school Sedes Semarang and vocational school Pariwisata Harapan, combining interactive lectures, game-based challenges, and hands-on activities using the Scratch platform. The service-learning approach enabled students to experience a practical learning process that integrates digital literacy, creativity, and entrepreneurial insight. Throughout the program, students learned about game monetization models, basic game development logic, and the structure of simple game design. The implementation demonstrated increased student engagement, motivation, and understanding of career and business opportunities in the game sector. Students were also able to generate independent game concepts and participate actively in discussions and presentations. The results highlight that gamification is an effective method for enhancing learning outcomes and fostering digital entrepreneurial awareness among Generation Z learners. This program underscores the strategic role of higher education institutions in supporting digital competency development through participatory and innovative learning models.