Populika
Vol. 13 No. 1 (2025): Populika

Talent Commodification In Ruangguru Marketing Interests: Analysis of The Show Program Clash of Champion

Fuandani Istiati (Unknown)
Halla Sayyidah Muflichah (Unknown)



Article Info

Publish Date
30 Jan 2025

Abstract

Program Clash of Champions by Ruangguru is an essential example of content commodification in Indonesia's educational entertainment sector. Program Clash of Champions broadcast on the YouTube platform as a gameshow, designed as an academic and competitive show for students by combining educational and entertainment content. This show has proven effective in attracting the audience's interest in watching it and serving as a promotional event brand for the Teacher's room. This research examines and analyzes how commodification practices occur in this program by referring to political economy theory. The first commodification practice is optimizing the use of social media, such as the YouTube platform. Second is the gamification element, where not only talent is involved in the game but also the audience so that the audience can feel the effects of dramatization and interactivity. This research uses an interesting case study method, a qualitative descriptive approach. The research results show that the program broadcasts Clash of Champions. It's not purely an educational show but also a marketing tool from Ruangguru. Keywords: Commodification; Social Media; YouTube Content.

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Journal Info

Abbrev

populika

Publisher

Subject

Humanities Languange, Linguistic, Communication & Media Social Sciences Other

Description

Jurnal POPULIKA is an open access, and peer-reviewed journal. Our main goal is to disseminate current and original articles from researchers and practitioners on various contemporary social and political issues: gender politics and identity, digital society and disruption, civil society movement, ...