Fransiska Anita Subari
Jurusan Ilmu Administrasi Bisnis, Fakultas Ilmu Sosial Dan Ilmu Politik Universitas Katolik Parahyangan, Bandung

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GAMIFIKASI DAN KORELASINYA DENGAN MINAT MENGUNJUNGI ULANG PADA MARKETPLACE “X” Bimo Wicaksono; Fransiska Anita Subari
Jurnal Administrasi Bisnis Vol. 17 No. 1 (2021)
Publisher : Business Administration Department - Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jab.v17i1.4726.101-114

Abstract

How people enjoy games, especially online games, is seen as an opportunity to attract visitors, in this case marketplace visitors. In contrast to offline stores where visitor traffic can be increased through various gimmicks, events, and so on. One of the efforts that the marketplace can make to increase visitor traffic is through the provision of online game services. The fun, addictive nature of the game has made market participants interested in incorporating game elements into a business that is not related to games. This became known as gamification. Marketplace X is one of the marketplaces that provides gamification game services. With repeated visitors accessing the gamification, it is hoped that the marketing efforts of Marketplace X will be exposed to users. This study intends to determine whether there is a relationship between gamification and the interest in revisiting the marketplace. This study uses quantitative research methods supported by SPSS data processing tools to test hypotheses. The data collection technique uses a purposive sampling technique in which the respondents are those who have played gamification in marketplace X and are domiciled in the city of Bandung. The results show that the gamification offered by Marketplace X is considered good by respondents and respondents have a high intention to revisit the marketplace in the future. In addition, there is a fairly strong correlation between gamification and re-visit intention. Therefore, Marketplace X needs to manage its gamification well to attract repeat visits, which is one way to marketing its products. Keywords: gamification, online games, marketplace, re-visit intention
ANALISA PRODUCT PLACEMENT DALAM SINETRON PADA JAM TAYANG UTAMA DI SALURAN TELEVISI SWASTA INDONESIA Fransiska Anita Subari
Research Report - Humanities and Social Science Vol. 2 (2011)
Publisher : Research Report - Humanities and Social Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (547.463 KB)

Abstract

Komunikasi merupakan bagian yang penting dalam strategi pemasaran, dan iklan merupakan salah satu cara untuk berkomunikasi secara non personal yang bertujuan untuk menginformasikan, mengingatkan, mempengaruhi atau meyakinkan orang-orang terhadap produk dari produsen tertentu. Ada banyak merek yang beredar, membuat perencana iklan berusaha mencari berbagai macam media agar pesan dari iklan bisa disampaikan. Kemanapun kita pergi, apapun yang kita lakukan, kita terpapar oleh iklan. Kita dapat menemui iklan saat membaca majalah dan koran, mendengarkan radio atau bahkan saat kita melakukan perjalanan, iklan dapat ditemui di bis bahkan dinding bangunan.Televisi merupakan media yang sering dipakai oleh perusahaan di Indonesia, karena diyakini dapat menjangkau target pemirsa yang luas. Terdapat sekitar limabelas hingga duapuluh iklan yang ditayangkan sekaligus dalam setiap hampir limabelas menit suatu acara televisi. Bila dalam waktu 24 jam, ada berapa banyak iklan yang terpapar kepada pemirsa?Iklan yang ditayangkan saat jeda iklan harus bersaing dengan ketat untuk memperoleh perhatian pemirsa. Masalah lainnya adalah adanya saluran televisi lainnya berusaha untuk memperoleh sebanyak mungkin penonton sehingga membuat penonton cenderung untuk berpindah saluran selama jeda iklan. Dalam situasi seperti ini, product placement dapat dipertimbangkan sebagai suatu alternatif promosi. Serial televisi merupakan salah satu acara yang memiliki penonton terbanyak disamping olahraga. Jika merek, logo atau identifikasi produk lainnya secara cermat dimasukkan ke dalam alur cerita, penonton dapat terpapar sebelum mereka sempat berpindah ke saluran televisi lainnya.Penelitian ini mencoba menangkap dan menggambarkan keberadaan product placement dengan mengamati sinetron yang ditayangkan di RCTI, SCTV dan MNCTV selama jam tayang utama untuk melihat merek apa dan bagaimana penempatannya dalam sinetron di ketiga saluran televisi tersebut. Penelitian ini bertujuan untuk memunculkan keinginan untuk melakukan penelitian lebih lanjut mengenai efektifitas product placement dalam sinetron dari rumah produksi Indonesia.
Pengembangan Pemasaran Konten Kampung Cibunut Berwarna Berbasis Pemasaran Otentik dengan Pendekatan Service Learning Daniel Hermawan; Fransiska Anita Subari; Roni Tua
Warta Pengabdian Andalas Vol 30 No 3 (2023)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/jwa.30.3.480-491.2023

Abstract

Colored Cibunut Village is located in RW 07, Kebon Pisang Urban Village, Sumur Bandung District, Bandung City. Having an eco-friendly creative village concept, Colored Cibunut Village consists of 5 mural zones with various themes, including environment, peace, slave labour, history, and education. In line with a request from the chairman of the Cibunut Finest Movement Foundation to increase brand awareness and the existence of an educational tourism village, both internally and externally from the people living in the Colored Cibunut Village area, it was managed by a team of Business Administration Study Program lecturers, Parahyangan Catholic University focuses on content marketing. Through the MBKM Village Project, students were provided with training for trainers and assisting partners through content marketing and learning the authentic marketing process that forms the local advantage of Colored Cibunut Village. The service learning approach is applied in 3 stages: exploration, application, and evaluation. Partners and students benefit from the MBKM Village Project. Partners gain increased knowledge and skills in content marketing. Meanwhile, students gain valuable experience interacting and implementing the knowledge gained in class to the community in Colored Cibunut Village. The service learning approach provided space for partners, lecturers, and students to complement learning by implementing research manifested in community service.