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Diana, Adinda; Widhiandono, Doan

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to analyze the endorsement strategy used by the TikTok account @fujiiian in building personal brand awareness in the digital era. The research method used is descriptive qualitative with observation and documentation techniques on 16 endorsement videos uploaded during May 2025. The results of the study show that the @fujiiian account, with 36.9 million followers, consistently uploads endorsement content dominated by honest reviews, tutorials, and story telling. The average viewers per endorsement video of 7.42 million and an average engagement rate of 1.03% indicate the effectiveness of the strategy being implemented, where this figure is included in the good category for an account with tens of millions of followers. Active interaction with the audience through comment replies and live streaming also strengthens loyalty and emotional closeness between creators and followers. These findings confirm that an authentic, informative, and interactive endorsement strategy is able to build strong personal brand awareness and strengthen account positioning amidst influencer competition on TikTok. This study provides an academic contribution to the literature on personal branding and endorsement on social media, as well as being a practical reference for content creators who want to build a personal brand effectively on digital platforms.

Yossy Juwita Sari

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research aims to understand the role of fandom in driving the growth of the fanworks market in Indonesia, specifically through the case study of Comifuro, a popular cultural event that is the center for the distribution of fan-made works. The research method used is qualitative, with a self-report approach from participants who are directly involved as creators and consumers at Comifuro since the beginning of its implementation. The results of the study show that the emotional connection between fans and copyrighted works encourages active involvement in producing and consuming fanworks. Fanworks are not only a forum for expression, but also a means of creative monetization that is socially legal even though it is legally gray. Comifuro gives creators a space for freedom of expression, bringing them together directly with audiences in an inclusive and supportive space. The surge in visitors and participants since the post-pandemic reflects the high demand for fandom content, as well as demonstrating the power of communities in supporting the creative economy. This research emphasizes the importance of recognizing the role of fans as the main motor in popular culture dynamics and community-based digital economy.  

Zulfan Zulkarnaen Z; Agus Hermawan

Riset Ilmu Manajemen Bisnis dan Akuntansi 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of digital technology has given birth to a new era in the world of electronic commerce, namely social e-Commerce 2.0, which combines interactive features of social media with the ease of online transactions. One of the pioneers of this transformation is TikTok Shop, a platform that allows users to explore, promote, and purchase products directly through short video content. This article discusses how TikTok Shop revolutionizes the way consumers interact with products, the role of content creators as the main driver in marketing, and relevant business strategies amidst changes in digital consumer behavior. Through a trend analysis approach and case studies, this article examines the potential and challenges faced by TikTok Shop as a representation of the future of digital shopping. The results of the discussion show that TikTok Shop not only accelerates the buying and selling process but also creates a new ecosystem that combines entertainment, community, and consumption in one integrated platform.    

Aris Munandar; Fakih Fadilah Muttaqin; Endang Susanti

Prosiding Seminar Nasional Ilmu Pendidikan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explore the role of social media in Indonesia's digital democracy, by highlighting the tension between its function as a tool of hegemony or a means of emancipation. The background of this study is the increasing use of social media by political actors and civil society in voicing, shaping or criticizing public narratives ahead of the 2024 elections. This study uses a critical qualitative approach with a descriptive study design, and applies the Critical Discourse Analysis method and netnographic observation of political content on three main platforms: Twitter, TikTok, and Instagram. Data was collected through literature studies, digital documentation, and observation of user interactions in digital political campaigns. The results show that the digital space is dominated by hegemonic actors such as political elites, partisan buzzers, and platform algorithms that reinforce certain narratives. However, there are also spaces of emancipation formed by digital communities and independent content creators who use social media as a means of political education and symbolic resistance. Counter-narratives that emerge tend to be temporary and are often limited by distribution and visibility controls. These findings have important implications for the development of more critical and participatory digital literacy policies. In addition, this study contributes to the enrichment of critical communication theory, by affirming the importance of viewing social media as a complex pedagogical and ideological field in contemporary democratic practice.

Diah Retno Ningsih

Jurnal Penelitian Komunikasi dan Sosialisasi 2025 Asosiasi Peneliti dan Pengajar Ilmu Sosial Indonesia

In today's digital age, social media has become an effective platform for conveying messages and influencing audience behavior, with Instagram being a prime example. Persuasive communication is a key strategy for delivering messages that can motivate, inspire, and shift the mindset of audiences. One content creator who actively shares self-development messages is @ananzaprili, who employs persuasive communication techniques to capture audience attention. This research aims to analyze the application of persuasive communication techniques in self-development content published by content creator @ananzaprili. Employing a descriptive qualitative method and drawing upon Carl Hovland's persuasive communication theory, this study identifies various persuasive strategies such as association, integrity, rewards/incentives, arrangement, and red-herring. The persuasive communication strategies implemented by @ananzaprili enhance audience engagement and encourage positive behavioral changes related to self-development. Furthermore, the use of engaging language that fosters active involvement with followers is a key factor in the success of this strategy.

Galih Setiawan Nurohim; Budi Al Amin; Diah Pradiatiningtyas

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

In this fast-paced time, the relationship between content creators and audiences can be built using storytelling and quality content as an attraction. Along with the emergence and development of technology, AI or Artificial Intelligence now facilitates the creative process for content creators. AI can assist from drafting, visuals, to editing. This article aims to directly explain how AI can help improve efficiency, generate ideas, and expand ways of telling a story. However, when integrating AI into the creative process, there are limitations that must not lose the personal touch and creative flair that make a story feel meaningful and remain authentic. Content creators are able to use human insight and the sophistication of AI to produce stronger, more innovative, and relevant storytelling amidst increasingly fierce digital competition.

Nabila Ramadhani Putri

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine how Nadia Omara as a digital content creator plays a role in reviving old literature, especially South Kalimantan folklore, through digital media. Using a descriptive qualitative approach and case study method, data was collected through observations of Nadia Omara's digital activities on platforms such as YouTube, Instagram, and TikTok. This study analyzes the adaptation strategies used by Nadia Omara to make folklore more relevant and interesting for the younger generation. The results of the study show that digital media is not only a means of preservation, but also revitalization of traditional literature. The narrative, visual, and communication style strategies used by Nadia Omara are able to bridge old culture with the modern digital world, as well as build new interest in the richness of regional culture.    

Nabila Ramadhani Putri

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine how Nadia Omara as a digital content creator plays a role in reviving old literature, especially South Kalimantan folklore, through digital media. Using a descriptive qualitative approach and case study method, data was collected through observations of Nadia Omara's digital activities on platforms such as YouTube, Instagram, and TikTok. This study analyzes the adaptation strategies used by Nadia Omara to make folklore more relevant and interesting for the younger generation. The results of the study show that digital media is not only a means of preservation, but also revitalization of traditional literature. The narrative, visual, and communication style strategies used by Nadia Omara are able to bridge old culture with the modern digital world, as well as build new interest in the richness of regional culture.    

Dina Olivia Sidabutar; Ester Marga Retta; Jelita Sitorus; Mutiara Aprilia; Nayla Lubis +4 more

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to gain a deeper understanding of the gay community, including their identity, social dynamics, and the challenges they face. In addition, this study aims to identify factors that influence public perception of the gay community and how stigma and discrimination develop. The method used is qualitative, which is a research approach that aims to understand the meaning, experience, and perspective of individuals or groups in a particular context. The data in this study were obtained from the analysis of the podcast "Close The Door" by Deddy Corbuzier which features an interview with a content creator who is part of the LGBT (gay) community. Through this analysis, the study seeks to uncover how narratives that develop in the media can influence public opinion. The results of the study are expected to provide a clearer understanding of the existence of the gay community in the social structure, as well as assist policy makers in designing regulations that are more inclusive and support diversity.

Yohana Shinta Theresia; Siti Normi; Jeudi Agustina T. P. Sianturi

International Journal of Management and Digital Sciences 2025 International Forum of Researchers and Lecturers

TikTok Shop is a social e-commerce feature that allows users and creators to promote and sell products while shopping. By selling through TikTok Shop, users and creators can earn money from the platform, especially with the growing number of TikTok users. The presence of the shopping feature on this app makes TikTok increasingly popular because, in addition to entertainment, users do not need to switch to other shopping apps to make transactions. This study aims to examine and analyze the influence of content marketing and brand image mediated by electronic word of mouth (eWOM) on product purchase interest in TikTok Shop. This research uses an associative method with a quantitative approach. The population in this study consists of TikTok Shop consumers in the Dumai area, with an unknown number, categorized as an infinite population. The Lemeshow formula was used for sampling, resulting in 97 respondents. Data analysis was performed using WarpPLS version 8.0 software. Based on the test results, it can be concluded that content marketing has a positive and significant effect on product purchase interest, as well as a positive effect on eWOM. Furthermore, eWOM was found to mediate the effect of content marketing on product purchase interest. Brand image also has a positive and significant effect on product purchase interest and eWOM, and eWOM can mediate the effect of brand image on product purchase interest.

Rahman Abdillah; Ibnu Adkha; Dwi Puspita Agustin; Nur Alam

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

YouTube is one of the leading video-based social media platforms with a complex algorithm for recommending content to users. Understanding this algorithm is crucial for content creators to increase visitor numbers and audience engagement. This socialization activity aims to educate beginner content creators on video optimization strategies to enhance discoverability and recommendation by YouTube’s system. The socialization was conducted online via Zoom, utilizing presentations, interactive discussions, and simulations of YouTube Studio features. The results of this activity indicate an improvement in participants’ understanding of key factors influencing the YouTube algorithm, such as watch duration, user interactions, and metadata optimization. Some participants who implemented the taught strategies experienced up to a 30% increase in video views within a month. However, challenges remain in maintaining content consistency and utilizing YouTube analytics effectively. Therefore, continuous mentoring is necessary to help participants refine more effective strategies. This socialization is expected to enable content creators to maximize the YouTube algorithm to enhance their channel visibility and growth.

Ary Hendri Saputra; Ernu Widodo; Vallencia Nadya Paramita

Perspektif Administrasi Publik dan hukum 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

A good human being always uses the time given to him by the creator to be used to create useful works. One of the acts that is useless and has been in the habit in the past until now is gambling. Legal issues of this normative legal research: How does gambling crime occur in society? What is meant by the phrase gambling content as referred to in Law Number 11 of 2008 concerning Information and Electronic Transactions? Gambling crimes in society are a complex and growing problem. The crime of gambling is regulated in Articles 303 and 303 bis of the Criminal Code, which states that gambling is any game that contains elements of betting in the hope of getting a profit based on luck or skill. Gambling encompasses a wide range of forms, from traditional games such as cockfighting and lotteries to online gambling. This activity not only involves people from the lower layers, but also reaches the middle and upper classes. Article 27 paragraph (2) of Law No. 11 of 2008 Electronic Information and Transactions The phrase gambling content includes the following elements: 1. Intentional, An act is carried out with the intention to distribute or transmit gambling content. 2. Without Rights, the Perpetrator does not have permission or the right to perform such acts. 3. Gambling Content, Content distributed or transmitted contains elements of gambling, either directly or indirectly.

Ira Zulfa; Richasanty Septima; Iryana Rezeki; Rayuwati Rayuwati

International Journal of Information Engineering and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The rapid development of multimedia technology has significantly advanced 3D animation techniques, enabling the production of high-quality visual content across industries such as film, gaming, architecture, and product visualization. Rendering, as the final stage of the 3D production pipeline, plays a crucial role in determining both visual realism and production efficiency. This study compares the performance of three rendering engines—Eevee, Cycles, and Radeon ProRender—by evaluating rendering speed, visual quality, and memory efficiency in Blender. The objective is to provide practical insights for designers and digital content creators in selecting the most suitable rendering engine based on project requirements. In this research, three identical 3D scenes were rendered using each of the three rendering engines under controlled experimental conditions. The comparison was conducted based on several parameters, including rendering time, output file size, shadow accuracy, lighting effects, and overall visual realism. Quantitative measurements were used to evaluate render speed and memory consumption, while qualitative analysis assessed differences in shadow detail, global illumination behavior, reflection accuracy, and material realism. The results indicate that Eevee outperforms the other engines in terms of rendering speed, making it highly suitable for real-time applications and projects requiring fast previews. Cycles produces the highest level of visual realism due to its physically based path-tracing algorithm, although it requires longer rendering time and higher computational resources. Meanwhile, Radeon ProRender demonstrates competitive performance, particularly in shadow quality and lighting effects, offering a balanced alternative between realism and efficiency. Based on the findings, Blender remains a flexible and effective platform. The choice of rendering engine should depend on whether speed, graphic quality, or memory optimization is prioritized.

Neng Yati

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

This literature review was motivated by Deddy Corbuzier's podcast. Podcasts are a medium for conveying information that is currently widely used by content creators. The aim of this research is to describe the principles of language politeness in Deddy Corbuzier and Echa Haura's podcast. This research was conducted because the author found many violations of the maxim of appreciation. The method used in this research is the literature study method. In the library study method, the research carried out is by collecting data and analyzing relevant data. Based on the discussion, there are 4 deviations from the rules in the Deddy Corbuzier and Echa Haura podcast.

Monica Anggraini Choirunisa; Lu’lu’ Nur Fadiya; Asiah Khairunnisa Azzahra; Windi Elika Sari; Rani Diah Setyaningsih +3 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Learning via YouTube is now widely practiced by educational content creators. In this case, the use of speech used in the delivery of learning should be considered. The use of speech affects the understanding of viewers or students when watching the learning video. Therefore, the purpose of this study is to find out the locutionary speech acts in the Indonesian language learning videos of class VIII SMP on Helza RN's YouTube channel and the effectiveness of the use of speech. Descriptive qualitative research method is used to analyze the related data. The approach used in this research is the theoretical approach, namely the pragmatic approach by analyzing the types of speech acts and the intentions in them. The researcher uses listening and recording techniques to find out the locution utterances in the Indonesian language learning video for class VIII junior high school on Helza RN's YouTube channel, then the researcher analyzes the speech acts related to the context with the commensurate method. From the data analysis that has been done, it is found that there are 202 declarative speech acts, 14 interrogative speech acts, and 19 imperative speech acts that make the learning video provide a complete explanation of the material, but there is a lack of interaction between Helza Rn and viewers. The results of this study are expected to increase readers' understanding of locutionary speech acts and their types. And can be a reference for other content creators, especially in making learning videos so that they are more interesting and interactive.

Monica Anggraini Choirunisa; Lu’lu’ Nur Fadiya; Asiah Khairunnisa Azzahra; Windi Elika Sari; Rani Diah Setyaningsih +3 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Learning via YouTube is now widely practiced by educational content creators. In this case, the use of speech used in the delivery of learning should be considered. The use of speech affects the understanding of viewers or students when watching the learning video. Therefore, the purpose of this study is to find out the locutionary speech acts in the Indonesian language learning videos of class VIII SMP on Helza RN's YouTube channel and the effectiveness of the use of speech. Descriptive qualitative research method is used to analyze the related data. The approach used in this research is the theoretical approach, namely the pragmatic approach by analyzing the types of speech acts and the intentions in them. The researcher uses listening and recording techniques to find out the locution utterances in the Indonesian language learning video for class VIII junior high school on Helza RN's YouTube channel, then the researcher analyzes the speech acts related to the context with the commensurate method. From the data analysis that has been done, it is found that there are 202 declarative speech acts, 14 interrogative speech acts, and 19 imperative speech acts that make the learning video provide a complete explanation of the material, but there is a lack of interaction between Helza Rn and viewers. The results of this study are expected to increase readers' understanding of locutionary speech acts and their types. And can be a reference for other content creators, especially in making learning videos so that they are more interesting and interactive.

Arni Damayanti; Putri Dwi Hastuti; Willy Kristantio desmonda; Khairunnisa Kharimah

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2025 International Forum of Researchers and Lecturers

Live streaming on social media has changed the way people share information and entertainment, providing greater convenience and access than conventional broadcasting. However, this change also brings challenges, especially regarding ethics and its impact on young audiences. Content on social media is often poorly monitored, making it easy to find sensational or inappropriate content, such as violence, hoaxes and unethical behavior. This is exacerbated by platform algorithms that prioritize content that triggers emotional reactions to increase popularity. Conventional broadcasting has strict rules to maintain the quality and ethics of content, while live streaming on social media often relies solely on platform policies which are not always effective. As a result, many content creators try to attract attention in extreme ways, which can influence the behavior and mindset of young audiences. This research discusses the differences between conventional broadcasting and live streaming on social media, as well as the importance of the responsibilities of platforms and content creators in maintaining ethics. Apart from that, digital literacy for young audiences is needed so that they can be more critical in choosing content. In conclusion, cooperation between content creators, social media platforms and society is needed to ensure social media becomes a safer and more beneficial place for all.

Aqilla Lajnah Panayitsa; Panji Al Falah

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The development of digital technology has brought about major changes in the dynamics of Indonesian culture. One of the most prominent social media platforms is TikTok, which offers a creative space for its users to promote local arts, traditions, languages, and cultural heritage. This study aims to analyze the impact of TikTok on Indonesian culture, both positively and negatively. Positively, TikTok helps preserve local culture through short videos featuring traditional dances, culinary specialties, and the use of regional languages. This platform also supports the introduction of Indonesian culture to a global audience, increasing awareness of the younger generation about the importance of local culture. However, on the other hand, TikTok raises challenges such as cultural homogenization due to the dominance of global trends, distortion of traditional cultural elements, and the erosion of local values. Through a qualitative approach with literature studies, this study found that TikTok has great potential as a tool for cultural preservation if used wisely. In conclusion, collaboration is needed between content creators, the community, and the government to maintain a balance between preserving local culture and digital modernity.

Raisa Mutia Thahir; Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wien Kuntari

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This research explores the integration of Augmented Reality (AR) technology into custom gift products by Tricksy.co to create a more interactive and personalized gift-giving experience. By utilizing EyeJack Creator, a platform for creating AR photo markers, the system allows customers to design gifts that display personalized videos when scanned. The process includes generating AR markers, integrating QR codes, and ensuring compatibility with both iOS and Android devices. System testing confirmed that the AR markers successfully displayed the videos as intended, with smooth functionality across different platforms. However, slow internet connections impacted the speed of AR content downloading. This study highlights the potential of AR to revolutionize the gift industry by adding a unique digital layer to physical gifts, offering both emotional and interactive value.

Maria Oktaviani Kartika Tua; Aksi Sinurat; Adrianus Djara Dima

Kajian ilmu Hukum, Sosial dan Administrasi Negara 2024 Lembaga Pengembangan Kinerja Dosen

Internet users in the use of information have given rise to two opposite sides, where on the one hand it is easier in terms of access and utilization of information, while on the other hand it causes various kinds of illegal acts, one of which is copyright infringement in the form of film piracy which is currently inserted through illegal streaming sites resulting in losses for the creators of cinematographic works. This of course violates the ITE Law and the Joint Regulation of the Minister of Law and Human Rights and the Minister of Communication and Informatics concerning the Implementation of Content Closure and/or User Access Rights, Copyright Infringement and/or Related Rights in Electronic Systems. This research is a normative juridical research using a legislative and conceptual approach, using legal materials from literature and the internet as a source of legal materials. The results of the study show: (1) The form of legal protection for the creators of cinematographic works in film piracy on illegal streaming sites is reviewed from the ITE Law in a preventive manner regulated in Articles 23-25, Article 25, Article 32 paragraphs (1) and (2) of the ITE Law and has been repressively regulated in Article 48 paragraphs (1) and (2) of the ITE Law and the Joint Regulation of the Minister of Law and Human Rights & the Minister of Communication and Information related to Content Closure. (2) The effectiveness of the legal protection provided by the government to the creators of cinematographic works in the piracy of films on illegal streaming sites provided by the government through the ITE Law and the Joint Regulation of the Minister of Law and Human Rights and the Minister of Communication and Informatics related to site blocking cannot be said to be effective until now because the legal factor itself has not sufficiently accommodated the protection of creators clearly in the event of film piracy on illegal streaming sites.