Creativepreneur: Optimalisasi produk animasi "simbah" dalam komersialisasi kekayaan intelektual
DOI:
https://doi.org/10.26594/teknologi.v10i1.2015Abstract
Creativepreneur merupakan entrepreneur dengan jiwa kreatif, selalu melahirkan dan menciptakan inovasi, gagasan, dan berpikir secara “out of the box”. Ampu Kreatif Studio (Ampu Studio) merupakan salah satu studio animasi sebagai unit bisnis di Universitas Amikom Purwokerto yang memiliki produk kreatif berupa Serial Animasi 3D siMbah (siMbah). Animasi ini mengenalkan budaya dan adat Jawa Tengah. Tantangan industri yang dihadapi Ampu Studio yaitu pemasaran produk dan jasa animasi yang belum maksimal, belum banyak masyarakat yang telah mengenal siMbah saat ini, serta adanya peluang value produk kreatif berupa merchandise dari hasil komersialisasi siMbah. Data penelitian diperoleh melalui metode yaitu observasi, kuesioner, wawancara, dan dokumentasi serta studi pustaka. Dalam penelitian juga dilakukan identifikasi digital marketing dari hasil komersialisasi kekayaan intelektual dan analisis bauran pemasaran. Analisis bauran pemasaran menunjukkan produk yang tepat untuk dipasarkan, penentuan harga yang tepat, saluran distribusi yang akan digunakan untuk memasarkan produk, dan promosi untuk mengenalkan produk. Analisis bauran pemasaran yang ditetapkan dalam penelitian ini adalah untuk analisis value produk berupa merchandise dari hasil komersialisasi. Kategori produk merchandise untuk siMbah yaitu produk hardlines, produk softlines, produk homeliness dan produk groceries. Pembuatan akun media sosial siMbah dilakukan dengan tujuan untuk mengenalkan siMbah kepada masyarakat luas. Dari analisis yang telah dilakukan pada Ampu Studio untuk siMbah didapatkan hasil berupa perencanaan strategi untuk produk kreatif berupa produk-produk merchandise. Hasil strategi digital marketing yaitu melalui sosial media berupa Facebook, Instagram, YouTube, marketplace, dan web toko online untuk pemasaran produk. Penelitian ini dapat dikembangkan oleh peneliti berikutnya dengan membuat web e-commerce untuk produk-produk kreatif merchandise siMbah. Hasil penelitian ini diharapkan dijadikan sebagai bahan pertimbangan Ampu Studio dalam pengambilan adanya keputusan untuk mencapai tujuan bisnis dengan memproduksi produk kreatif berupa merchandise siMbah yang akan menjadi peluang bisnis yang akan datang.
Creativepreneur is an entrepreneur with a creative spirit, always giving birth and creating innovations, ideas, and thinking "out of the box". Ampu Kreatif Studio is one of the animation studios as a business unit at the University of Amikom Purwokerto which has a creative product in the form of the SiMbah 3D Animation Series. This animation introduces Central Javanese culture and customs. The industrial challenges by Ampu Studio are the marketing of products and animation services that have not been maximized, not many people are familiar with this animation at every time, as well as the opportunity for creative product value in the form of merchandise from the commercialization of the SiMbah. The research data were obtained through methods of observation, questionnaires, interviews, and documentation and literature study. The research also identified digital marketing from the results of the commercialization of intellectual property and marketing mix analysis. The marketing mix analysis shows the right product to market, the right pricing, the distribution channel, and the promotion to introduce the product. The marketing mix analysis determined to analyze the product value in the form of merchandise from the results of the commercialization of this animation. Merchandise product categories are hardlines products, softlines products, homeliness products, and groceries products. Making a social media account is carried out with the aim to introduce this animation to the wider community. From the analysis done at Ampu Studio, the results obtained are in the form of strategic planning for creative products in the form of merchandise products. The results of digital marketing strategies are through social media in the form of Facebook, Instagram, YouTube, Marketplace, and online shop for product marketing. This research can be developed by subsequent researchers by creating e-commerce websites for creative products of the merchandise. The results of this research are expected to be used as material for consideration by Ampu Studio in making decisions to achieve business goals by producing creative products in the form of siMbah merchandise which will become future business opportunities.
References
Bachtiar, M. A., & Hakim, L. (2016). Game petualangan untuk meningkatkan minat belajar siswa tentang sejarah kemerdekaan Bangsa Indonesia. Teknologi: Jurnal Ilmiah Sistem Informasi, 6(2), 80-89.
BPS, B. (2020, Agustus 5). Ekonomi Indonesia 2019 Tumbuh 5,02 Persen. Retrieved from Badan Pusat Statistik: https://www.bps.go.id/pressrelease/2020/02/05/1755/ekonomi-indonesia-2019-tumbuh-5-02-persen.html
Handani, S. W., & Nafianti, D. R. (2017). Perancangan Film Pendek Animasi 3 Dimensi Legenda Desa Penyarang. JURNAL INFOTEL, 9(2), 204-2011.
Handani, S. W., Suyanto, M., & Sofyan, A. F. (2016). Penerapan Konsep Gamifikasi pada E-Learning untuk Pembelajaran Animasi 3 Dimensi. Telematika, 9(1), 42-53.
Hessler, D. (2019). Whose pain is it, anyway? On avatar embodiment, slapstick performances, and virtual pain. Journal Comedy Studies, 11(1), 85-103.
Ilyas, A., Raharja, S., & Muhandri, T. (2016). Strategi Pemasaran Produk Animasi PT Ayena Mandiri Sinema. Manajemen IKM: Jurnal Manajemen Pengembangan Industri Kecil Menengah, 11(1), 10-19.
Jiao, H., Wang, Y., Xiao, H., Zhou, J., & Zeng, W. (2017). Promoting Profit Model Innovation in Animation Project in Northeast Asia: Case Study on Chinese Cultural and Creative Industry. Sustainability, 9(12), 2361.
Munir, M. (2013). Multimedia Konsep & Aplikasi dalam Pendidikan. Bandung: Alfabeta.
Praja, F. K. (2017, Mei 4). Hak Atas Kekayaan Intelektual (HaKI). Retrieved from Dunia Dosen: https://www.duniadosen.com/hak-atas-kekayaan-intelektual-haki/
Purwana, D., Rahmi, R., & Aditya, S. (2017). Pemanfaatan Digital Marketing bagi Usaha Mikro, Kecil, dan Menengah (UMKM) di Kelurahan Malaka Sari, Duren Sawit. Jurnal Pemberdayaan Masyarakat Madani, 1(1).
Rahmadianto, S. A., Prasetya, B. P., & Andito, T. (2019). Peningkatan Pemasaran Melalui Strategi Branding dan Identitas untuk Mocca Animation Studio Malang. Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang, 4(1), 17-23.
Santoso, J. B., & Affandi, A. (2016). Model Arsitektur Enterprise Institusi Pengujian dan Kalibrasi Alat Kesehatan. Teknologi: Jurnal Ilmiah Sistem Informasi, 6(1), 1-7.
Saputra, D. I., Indartono, K., & Handani, S. W. (2019). Business Models based Technology for Startup. Journal of Innovation in Business and Economics, 3(2), 91-98.
Saputra, D. I., Indartono, K., Handani, S. W., & Hermawan, H. (2020). Program Pengembangan Kewirausahaan Industri Kreatif di Stmik Amikom Purwokerto. JPPM (Jurnal Pengabdian dan Pemberdayaan Masyarakat), 4(1).
Sefudin, A. (2014). Redefinisi Bauran Pemasaran (Marketing Mix) “4P” ke “4C” (Studi Kasus pada Universitas Indraprasta PGRI). Journal of Applied Business and Economics, 1(1), 17-23.
Silitonga, D. (2018, Juli 11). Creativepreneur: Bisnis Berbasis Kreativitas. Retrieved from Moselo: https://journal.moselo.com/creativepreneur-bisnis-berbasis-kreativitas-78e17b3de6b3
Sofiandy, D. A., & Mustikasari, A. (2018). Analisis Segmenting, Targeting, dan Positioning Film Animasi Super Neli Bandung Tahun 2018. e-Proceedings of Applied Science. 4, pp. 274-280. Bandung: Universitas Telkom.
Vijayakrishnan, V., Harikrishnan, D., & Babu, D. (2018). Marketing Strategy in Advertisements Using Animated Characters. International Journal of Pure and Applied Mathematics, 119(12), 2841-2852.
Downloads
Published
Issue
Section
License
Please find the rights and licenses in Teknologi: Jurnal Ilmiah Sistem Informasi. By submitting the article/manuscript of the article, the author(s) agree with this policy. No specific document sign-off is required.
1. License
The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
2. Author(s)' Warranties
The author warrants that the article is original, written by stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3. User/Public Rights
Register's spirit is to disseminate articles published are as free as possible. Under the Creative Commons license, Register permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and Register on distributing works in the journal and other media of publications. Unless otherwise stated, the authors are public entities as soon as their articles got published.
4. Rights of Authors
Authors retain all their rights to the published works, such as (but not limited to) the following rights;
Copyright and other proprietary rights relating to the article, such as patent rights,
The right to use the substance of the article in own future works, including lectures and books,
The right to reproduce the article for own purposes,
The right to self-archive the article (please read out deposit policy),
The right to enter into separate, additional contractual arrangements for the non-exclusive distribution of the article's published version (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal (Register: Jurnal Ilmiah Teknologi Sistem Informasi).
5. Co-Authorship
If the article was jointly prepared by more than one author, any authors submitting the manuscript warrants that he/she has been authorized by all co-authors to be agreed on this copyright and license notice (agreement) on their behalf, and agrees to inform his/her co-authors of the terms of this policy. Register will not be held liable for anything that may arise due to the author(s) internal dispute. Register will only communicate with the corresponding author.
6. Royalties
Being an open accessed journal and disseminating articles for free under the Creative Commons license term mentioned, author(s) aware that Register entitles the author(s) to no royalties or other fees.
7. Miscellaneous
Register will publish the article (or have it published) in the journal if the article’s editorial process is successfully completed. Register's editors may modify the article to a style of punctuation, spelling, capitalization, referencing and usage that deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible and such access will be free of charge for the readers as mentioned in point 3.