Innovation is an idea that considered as new thing by its adoption unit. Although trash bank has quite common, and easily to find in Indonesia and other countries, but garbage as scheme to pay health expense can consider as something new. Garbage Clinical Insurance as innovation can be accepted or rejected by system due to their novelty. Through communication network analysis, this research aim to formulating strategic plan to maximizing adoption rate of Garbage Clinical Insurance. As mixed method research, the theories that used here is diffusion of innovation, convergence model of communication, strength of weak ties, and health belief model. This research using total sampling that consist of 101 families in neighborhood area (RT01/RW12), Bumiayu Urban-village (kelurahan), Malang. Primary data collecting technique employed is sociometry survey, in-depth interview, and observation. Sociogram and some data count analysis were using Ucinet 6.0. Generally, network cohesiveness indicates characteristic that closed from new information or innovation. Such an anomaly, the result shows that in-cohesive network also has closed characteristic. In the other side, people who live surround Bumiayu Clinic don't consider health issue as important thing yet, that shapes low awareness of Garbage Clinical Insurance. Decentralized pattern characteristic can use interpersonal threshold, individual counselling. But centralized approach (group counselling) can be used too as formulas to maximizing its adoption rate.
Creative economy is not only contributed toward social welfare but also creates identity. This case study takes place in Kendal Regency Central Java Province. the purposes of this study are to observe the creative economy landscape, to give initial data and conceptual input for the Kendal Regency Government to conceptualize their city branding. As exploratory research, this research is using mixed methods. Quantitative descriptive data was gathered by the survey on the creative economy subsectors. Qualitative data were taken from non-participant observation, semistructured interviews, and literature review. This exploratory study found that 10 of 16 creative economy subsectors have existed in Kendal Regency. Visual communication design; product design; film, animation, video; photography; craft art; culinary; fashion; art performance; and music. These clusters can be used as city identity to formulate city branding, especially the craft art; culinary, film, animation, video; and art performance. Unfortunately, these potential resources were not involved on city branding created by the local government. In symbolic interactionism, people and their environment influence each other in culture-making processes. And so, in the processes of city branding. All the elements of the city should be in synergy to make a city branding. Bit it is not found in Kendal Regency. __________The original draft of this article has been presented at the 6th International Conference on Social and Political Sciences (ICoSaPS) 2020, Strengthening Resilient Society in The Disruptive Era, Surakarta, October 7-8th, 2020.
Gojek merupakan perusahaan teknologi jasa transportasi yang juga menawarkan berbagai layanan kepada penggunanya, salah satunya adalah Gopay, sebuah layanan pembayaran digital. Pada 20 Juli 2020, Gojek memperkenalkan layanan Gopay, melalui iklan di media sosial, sebagai dompet elektronik pertama yang dapat digunakan sebagai metode pembayaran untuk semua game dan aplikasi di Google Play, bahkan dapat digunakan untuk YouTube Premium dan langganan YouTube musik. Iklan Gopay dikemas dengan metode storytelling dan didukung dengan format CGI yang mampu menarik perhatian masyarakat. Penelitian ini menganalisis interpretasi konsumen terhadap iklan Gopay dengan menggunakan Teori Perilaku Terencana. Penelitian ini dilakukan dengan menggunakan metode kualitatif dengan teknik purposive sampling. Pengumpulan data dalam penelitian dilakukan dengan mewawancarai mahasiswa FISIP UNS, mengamati kondisi di lapangan, dan mendokumentasikan sumber informasi lain. Berdasarkan hasil hasil yang dilakukan, Iklan Cyberpunk Gopay menghasilkan interpretasi yang berbeda bagi responden yang berbeda. Hal tersebut dipengaruhi oleh beberapa faktor yaitu sikap, norma subjektif, dan kontrol perilaku persepsian.
Sepanjang pandemi ini ada peningkatan sebanyak 47%-53% pebisnis makanan baru yang bergabung melalui layanan penyedia jasa pengantaran makanan online. Peningkatan jumlah yang cukup signifikan terhadap pelaku bisnis makanan ini, maka persaingan para pelaku bisnis makanan untuk dikenal di masyarakat menjadi semakin berat. Dibutuhkan brand awareness di mata masyarakat yang menjadi konsumen harus semakin diperhatikan dengan cermat. Brand menggunakan storytelling untuk membangun kesan positif brand dibenak konsumen sehingga berpotensi menggerakkan konsumen untuk melakukan pembelian produk. Tujuan penelitian ini untuk mengetahui peranan storytelling dari lingkup pertemanan konsumen yang diceritakan melalui akun sosial media seseorang dalam membangun brand awareness brand makanan lokal yang baru muncul. Secara khusus dalam penelitian ini akan melihat pengaruh narasi pesan, distribusi pesan, dan kredibilitas komunikator dalam membangun brand awareness melalui sosial media story telling. Penelitian ini diharapkan memberikan masukan untuk pelaku bisnis makanan terutama untuk brand yang baru berdiri dan praktisi marketing communication dalam menentukan strategi komunikasi untuk mendekati konsumen.Kata Kunci : Brand Awareness, Storytelling, Sosial Media, Peer Group, Komunikasi pemasaran
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