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Aliya Rahmadani; Tanti Restiasih Skober

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This research is entitled The Influence of Japanese Pop Culture on Children’s Toys Trends in Indonesia, 1980-2010. The study employs the historical method, which consists of four stages: heuristics, source criticism, interpretation, and historiography.John Fiske’s (2011) theory of popular culture and  Joseph Nye’s concept of soft power is used to analyze how Japanese popular culture, particularly through entertainment media and toy products, was disseminated persuasively and received by Indonesian children. Since the early 1990s, mass media such as television and children’s magazines have played an important role in introducing Japanese anime and characters, which subsequently encouraged the emergence of toy trends based on Japanese popular culture. The object of this research focuses on children’s toys influenced by Japanese popular culture that circulated in Indonesia between 1980 and 2010, including Tamiya, Beyblade, Tamagotchi, Crush Gear, B-Daman, and yo-yo. These toys not only developed as commercial products, but also contributed to the formation of children’s play patterns, communities, and social identities. However, during the period from 2008 to 2010, these toy trends began to decline due to the advancement of digital technology, changes in children’s consumption patterns, broadcast censorship policies implemented by Indonesian Broadcasting Commission (KPI), and increasing competition from popular culture of other countries such as Korea, the United States, and China. This condition reflects a shift in children’s play culture from physical toys to more modern forms of digital entertainment.

Haryadi, Hilman Rifki; Ipung Hisyam Nuruddin; Rafliansyah, Achmad Atfal Jaya

Jurnal Sistem Informasi dan Ilmu Komputer 2025 International Forum of Researchers and Lecturers

The rapid development of artificial intelligence has encouraged the widespread use of chatbots on social media platforms, transforming patterns of digital communication and interaction. This study aims to examine the role of chatbots in shaping social interaction, fandom dynamics, and users’ digital identities within contemporary online culture. The research employs a literature review approach using grounded theory as an analytical framework to identify patterns, themes, and emerging concepts from relevant academic publications published between 2021 and 2025. Articles were collected through academic databases and systematically selected based on predefined inclusion and exclusion criteria. The findings indicate that chatbots have shifted from being purely functional technological tools to becoming cultural actors that influence emotional engagement, community formation, and identity expression in digital spaces. Chatbots contribute to creating perceived emotional closeness, strengthening fandom interactions, and facilitating self-expression, particularly within popular culture and creative industries. However, the study also highlights several challenges, including emotional dependency, algorithm-driven homogenization of preferences, gender bias, and aggressive behavior in human–machine interactions. Cultural context plays a significant role in shaping user acceptance and interpretation of chatbots. These findings imply that chatbot development and implementation should consider not only technical efficiency but also social, psychological, and ethical dimensions to ensure responsible and inclusive digital interaction.

Arizal Eka Putra; Rika Agustina; Ratna Endang Sari Pahlawan; Dela Maya Sari; Ahmad Dhani Ferdiansyah +4 more

Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Young generations in the digital era face serious challenges in maintaining their Islamic identity due to the rapid flow of globalization, the penetration of popular culture, and the influence of social media, which often contradict Islamic values. This condition has led some adolescents and youth to experience moral degradation, a decline in interest toward religious studies, and a tendency to be more attracted to instant entertainment content. Conventional religious studies that are monotonous are often less appealing to Millennials and Gen Z, thus requiring innovative models of religious education that are relevant, engaging, and suitable for the characteristics of the digital generation. This Community Service Program (KKN) carried the theme “Strengthening Islamic Character of Young Generations through Interactive Multimedia-Based Studies at the Youth, Sports, and Tourism Office of Central Lampung Regency.” The main objective was to improve the understanding, internalization, and practice of Islamic values through creative, participatory, and enjoyable approaches. The program was implemented over one month with eight face-to-face sessions. The methods included interactive lectures, motivational video screenings, Islamic animation, group discussions, digital quizzes, and the establishment of an online discussion group via WhatsApp to maintain continuity of learning. Evaluation was carried out through field observation, pre-test and post-test, as well as in-depth interviews with participants and partners. The results showed an increase in religious understanding from an average of 58% to 82%, with active participation reaching 87%. Moreover, a youth community named Forum Pemuda Islami Lampung Tengah (FOPILTENG) was established, which is committed to continuing monthly studies independently. Technical obstacles such as limited multimedia facilities were successfully overcome by facilitators’ creativity, including utilizing simple devices and free digital platforms. Overall, the interactive multimedia-based approach proved to be effective in enhancing learning motivation, strengthening Islamic character, and fostering togetherness among youth. This model has the potential to be replicated in other regions as a strategic effort to nurture a religious, well-characterized, and competitive young generation in facing global challenges.