To achieve target of the growth of tourism industry in Indonesia, the Government together with Ministry of Tourism continues to promote the promotion of "Wonderful Indonesia" and began to explore online marketing through social networking platform. In order to evaluate the information dissemination in marketing process, it is necessary to do the research to modelize the network that disseminate country branding "Wonderful Indonesia" on the top platform social network site's such as Google Plus, Twitter and Facebook using social network analysis. In this research there will be a visualization of the network model using undirected graph, the measurements of network property attribute and centrality measurement to find out the most influential actor in the network. Data in this research were collected form 1 until February 28, 2017. Based on the results the top three platforms shows an interaction pattern that fragmented into the subs network (communities). There are 37 communities in the Google Plus, 272 communities in Google Plus and 54 communities in Facebook. Twitter excels in six attributes so that the Twitter platform is considered to have a better network interaction performance than Google Plus and Facebook platforms. Based on the centrality measurements, Tri Rini Nuringtyas account on Google Plus, SportourismID account on Twitter and PlanetTourIndonesia account on Facebook are the most influential actors in the dissemination network and can be empowered by the Ministry of Tourism of Republic Indonesia to improve the distribution of marketing campaigns and country branding of "Wonderful Indonesia". Keywords: SNA; undirected graph; country branding Wonderful Indonesia; Google Plus; Twitter; Facebook; AbstrakDalam upaya mencapai target pertumbuhan industri pariwisata dan meningkatkan jumlah kedatangan wisatawan asing, Kementerian Pariwisata melakukan berbagi upaya yang salah satunya adalah dengan merambah pemasaran online menggunakan situs jejaring sosial. Penelitian ini dilakukan dengan tujuan untuk memodelkan, menganalisis dan mengevaluasi proses penyebaran informasi mengenai country branding "Wonderful Indonesia" pada top platform situs jejaring sosial Google Plus, Twitter dan Facebook dengan menggunakan pendekatan social network analysis. Dalam penelitian ini akan dilakukan visualisasi jaringan dengan menggunakan metode undirected graph, kemudian menghitung nilai properti jaringan dan mengukur nilai centrality untuk mengidentifikasi aktor-aktor berpengaruh di dalam jaringan. Berdasarkan hasil penelitian, diketahui pola interaksi penyebaran country branding "Wonderful Indonesia" pada ketiga top platform menunjukan pola yang terpecah-pecah ke dalam sub-sub jaringan (komunitas). Terdapat 37 komunitas pada platform Google Plus, 272 komunitas pada plaform Twitter dan 54
The importance of business incubators to support the growth of start-ups cannot be overemphasized especially in developing country such as Indonesia. This study aims to determine the most appropriate model that competent to provide an accurate depiction of the role of a business incubator on cultivating innovation of startups during the incubation process. It is conducted by using a case of Bandung Techno Park (BTP) as one of the first business incubators in Indonesia that positioned itself as an incubator for technology-based start-ups. The data were collected by ensuring the credibility, transferability, dependability, and conformability by adopting triangulation as the primary method. Informants were recruited from different stakeholder groups and provided with the opportunity to verify the result of the interviews. The findings show that there are none of the existing models that are able to provide a complete yet accurate depiction of BTP functioning. Almost all of the models suffer from lack of means to accommodate the learning process that must be undergone by start-ups during the incubation process. In order to respond to this gap, this study offered minimum requirements that must be satisfied by any incubator models.
The number of online review in online game industry growing significantly along with growing rateof internet adoption. With abundant number of data, one can acquire limitless insight, for example,information regarding of electronic word-of-mouth (e-WOM) whom greatly affecting consumerbehavior and business performance. Knowledge of e-WOM can be used as competitive intelligenceto deal with industrial competition. Therefore, this research answers how to classify e-WOM, whatare e-WOM aspects emerge in MMOFPS game, and how does comparison of e-WOM positivitybetween the three MMOFPS Game used as research objects. Dataset are constructed from Reviewpage of Steam website for respective games with total 499 reviews used as sample data. Then theanalysis conducted using Orange and Indico API as tools. Therefore, we found several noun wordsfrequently used as opinion target and we also found out that in aspect-level comparison, Game 2gain the highest e-WOM positivity value in community aspect and Game 1 gain the highest e-WOMpositivity value in general aspect. Thus, each respective game developer can manage to furtherdevelop their strategies from the information of their competitive position in the industry
Viral marketing is a strategy that exploit social networks to promote a product. The company that use viral marketing encourages their experienced consumers (or users) to spread information about its product with other people by using the consumer's social networks. Many digital companies use this marketing strategy to boost their market presence. Spotify as a digital company that focuses on music streaming service also uses this viral marketing. The present study aims to test the impact of viral marketing on the consumer's intention to use of Spotify music streaming application in Indonesia. The viral marketing variable is constructed into four dimensions, which are informativeness, entertainment, irritation, and source credibility. The present study conducts quantitative study by using descriptive analysis and multiple regression. The present study collected data from 455 active Spotify users in Indonesia as respondents by using online questionnaires. They responded on 18 items Likert-type questionnaire. The present study found that three out of four viral marketing dimensions influence the Spotify consumer's intention to use, which were entertainment, irritation, and source credibility. While informativeness did not influence Spotify music streaming service consumer's intention to use. Some implications and future studies are discussed at the end of this present study.
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