cover
Contact Name
Ade Jaya Saputra
Contact Email
ade.jaya@uib.ac.id
Phone
-
Journal Mail Official
combine@uib.ac.id
Editorial Address
Baloi-Sei Ladi, Jl. Gajah Mada, Tiban Indah, Kec. Sekupang, Kota Batam, Kepulauan Riau 29426
Location
Kota batam,
Kepulauan riau
INDONESIA
Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES)
ISSN : -     EISSN : 27765644     DOI : https://doi.org/10.37253/combines
Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conducting a research is one of the implementations of Three Pillars of Higher Education that has a crucial role for the development of science, technology, and arts as well as for the improvement of the welfare of society since the research results are directly implemented to the society/community. To spread more significant effect; not only for the society/community but also for more external parties; therefore, Universitas Internasional Batam hold a Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) that is attended by lecturers and students from both domestic and overseas partners to disseminate their research works. Through this conference, the researchers are able to share their knowledge and motivation in the application of sustainable research activities.
Arjuna Subject : Umum - Umum
Articles 402 Documents
Optimizing Marketing Strategies and Brand Image with SOSTAC: A Study of ZETTAMIND STUDIOS Jupriyatmoko Jupriyatmoko; Tussi Sulistyowati; Nur Elfi Husda
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

This research utilizes the SOSTAC methodology to tackle Zettamind Studios' social media challenges. Beginning with Situation Analysis, it decodes the current landscape through meticulous customer and competitor scrutiny. Framed within the 5S framework, the objectives aim at cinema-goers, IMDb ratings, and post-film social media growth. Strategy emphasizes nationwide cinema distribution, influencer collaborations, and service planning. Tactics deploy flexible, short-term goals in digital marketing. The comprehensive SOSTAC strategy ensures a targeted social media presence, aligning with audience preferences. The findings provide actionable insights, and recommendations guide Zettamind Studios toward a more impactful and adaptive digital presence.
Purchase Intention And Marketing Media: A Comparison Between Photos And Videos Indasari Deu; Muhammad Baharudin Bakhtiar
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

The selection of advertising media to be published to social media is a problem for business people to attract consumer attention. Along with the times, advertising media continues to develop and evolve into various advertising media. The purpose of this research is to find out the opinions of the public regarding the selection of advertising media in the form of photos or videos. The data source of this research was taken from 50 informants. This research uses the MDLC (Multimedia Development Life Cycle) method as a guideline for designing test materials. Descriptive qualitative method is used as an informant data collection by interview approach. The result of this research is an advertising media in the form of videos and photos and effective advertising media selection which shows that video advertising media is superior to be used as advertising media content selection.
Danger Of Onlıne Gamblıng Usıng 2D Anımatıon And Its Acceptance Usıng UTAUT Rainal Agus Setiawan; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

At this time, technological developments are unavoidable. Moreover, technological developments in learning media play an important role in educating the public. One of them is learning media with animated videos. This study aims to determine the effect of 2D animated video about the dangers of online gambling on teenagers in Batam City. The author uses the Multimedia Development Life Cycle (MDLC) method in designing 2D animated videos. The author also used quantitative approach by distributing questionnaires through Google Form with a total of 400 respondents. The result of this research shows that the indicators tested are relatively positive. For the measurement model, confirm that all outer loading values are ≥0.65. CR values range from 0.839 to 0.877. The AVE value is between 0.597 to 0.692. Therefore, convergent validity has been met in this case study. For discriminant validity has also been met. The results of the research on the structural model confirmed that Hedonic Motivation (HM) had a significant positive effect, followed by Effort Expectancy (EE), and Students' Innovativeness (SINN) in order. However, Performace Expectancy (PE), Social Influence (SI), Facilitating Conditions (FC), Learning Value (LV) showed that there was no significant effect on Behavior Intention of Animation Usage (BI) in animation usage.
Development of an Online-Based Management System to Facilitate School Events Hendi Sama; Indasari Deu; Surya Tjahyadi; Eryc Eryc; Endy Endy
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Web event management is an event arrangement with a web-based system so that it can be accessed on browsers that have been connected to the internet. Along with the development of information systems, events that are running can be developed in the field of systems, namely by designing a system specifically for this event arrangement. The designer has designed a web-based system for Festival Seni Budaya Kasih Semesta as a medium for an event to take place so that the event can run smoothly. In designing the system, the designer uses the Dynamic System Development Method as a research method to analyze and plan a web event design schedule. The framework used is Laravel framework, then the software used in system design is PHP, HTML, CSS, Javascript, MySQL Database. With the DSDM research method and Laravel framework, it is expected to be able to arrange system design efficiently and effectively. With this web event management system, it can help the committee or event participants of Festival Seni Budaya Kasih Semesta to attend the event smoothly
Implementation of Performance Appraisal System Based on Objectives and Key Results (OKR) at PT. Bintang Terang Sejati Jacelyn Jacelyn; Alden Nelson
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Evaluating performance is essential for determine the level of success and accomplishments possible for each employee. Implementing Objectives and Key Results (OKR) is essential for enhancing efficiency and achieving desired outcomes. This study aims to evaluate the impact of an OKR-based performance appraisal system with a rating scale method, using data from interviews, observations, and documentation. The findings support initiatives to boost productivity, motivation, and goal attainment, indicating positive transformations within the company, including a heightened focus on meeting deadlines and clearer, measurable key results for teams, resulting in greater punctuality and a more precise understanding of achievement levels.
Literature Review on Cinematic Technique in Video Game Storytelling Tony Wibowo; Deli Deli; Bayu Syahputra
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Cinema and filmmaking have evolved over the years into a means of creatively telling a story. The combination of camera angle, movement, framing, and composition is used to convey narrative in so many variations. However, cinematic techniques have been used extensively in media other than film, and one of those media that has adopted the cinematic approach to conveying narrative, feeling, and story is video games. As video games have evolved in their narrative complexity and graphical realism, cinematic techniques have become increasingly common in video game storytelling. Narratologists argue that video games often mimic the look and experience of films by adopting similar cinematic techniques or introducing cut scenes, which are small digital films. This article aims to categorize and compare video game storytelling and its use of cinematic techniques across genres, generations, and platforms by examining relevant articles and recent updates from the video game industry. The use of cinematic storytelling in video games could respond to the evolving film industry to create a more immersive and interactive form of storytelling. Video game storytelling can also benefit from adopting cinematic techniques to increase player engagement and emotional connection with the game's narrative and immersion to world-building and mythos presented in the video games.
Analysis Research of Successing the SIGNAL Application in Batam City Using End User Computing Satisfaction (EUCS) Approach Diny Anggraini Adnas; Red Dyson
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

This study aim of being able to assist application developers in improving the quality of systems and services in the SIGNAL application to be even better. This study used 2 methods which are quantitative with a minimum of 385 respondents from google from while qualitative on 30 people using interview techniques. The result shown that Content, Accuracy, Format, Ease of Use, and Timeliness variables positively influence the Satisfaction variable. This was supported by a coefficient of determination (R Square) of 79.1% for the quantitative data, and the comparison between the two quantitative and qualitative data sets demonstrated equivalence.
Video Games Sales Strategy Effectiveness Among Gamers In Batam City : A Comparative Study of Epic Gamers and Steam Syaeful Anas Aklani; Muhamad Dody Firmansyah; Suwarno Suwarno; Mangapul Siahaan
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

One type of technological development that occurs is the development in video games. Video games are one way to fill free time and can be played by many people. Many companies are strategizing promotions to players to make players interested in the video games offered. The intention of this study is to determine the marketing strategies carried out by Steam and Epic Games, measure the level of effectiveness of video games marketing strategies carried out by Steam and Epic Games, and to fulfill obligations as one of the students majoring in system information at Batam International University. Data collection techniques begin with compiling a research background and formulating an operational definition of variables. Then, continued by looking for quantitative data by making a questionnaire based on the operational variables which is distributed to residents of Batam city and looking for qualitative data By interview. This research result proves either with quantitave or qualitative method discount promotion offers can affect video games sales. While, sales value, discount price factor, competitors offering discount, and bundle product offering does not affect video games sales.conclusions.
Analysis of Character Design in Gacha Games through Manga Matrix Theory Dean Mervyn; Eryc Eryc
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Character design is the most important asset in Gacha Games because we can display complex implied messages in a fictional character in a visual form that is easier to understand. This research aims to determine what makes players want to get this character and whether character design can influence the interest value in a gacha game. This research was carried out using a comparative qualitative method by analyzing the characters through Mounsey's holistic character designs, which were visually deepened by dissecting the characters using three stages of the manga matrix: the Form Matrix, Costume Matrix, and Personality Matrix. The authors will select the character samples taken from different gacha games. The selection of character samples from different gacha games allows research conducted by researchers to reveal comparisons of variations in character designs from different games. Based on the results of the analysis above, it can be concluded that the abilities, design, or background of a character are factors that make players want to get that character. Apart from that, the attributes possessed by a character influence interest in a game. The third thing can influence whether a game is good or bad and attract the attention of players to play the gacha game.
User Satisfaction Analysis of M-Tix Application in Batam City Using the DeLone and McLean Model Felix King Lie; Suwarno Suwarno
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

M-Tix is an application that provides online movie ticket services, launched in 2015 and has been widely used. This study’ objectives are to determine the satisfaction level of M-Tix users in Batam City. This research used DeLone and McLean model, collecting data with quantitative method with 418 respondents and qualitative method with 30 informants as well as using SPSS and AMOS for data testing. This study’s findings indicate that all hypotheses have a positive impact between the variables and can be concluded that M-Tix users in Batam City are satisfied during the application usage.