Penyuluhan Peluang Industri Kreatif di bidang Game Digital bagi Generasi Muda untuk Siswa SMA Negeri 3 Semarang

Hanny Haryanto, Indra Gamayanto, Sendi Novianto, Ahmad Zainul Fanani

Abstract


Abstrak

Salah satu contoh industri kreatif yang berkembang pesat di Indonesia adalah game digital. Jumlah transaksi yang dihasilkan dari industri ini juga sangat besar, namun 90% lebih pendapatannya masuk ke asing. Hal ini disebabkan belum banyak generasi muda yang tahu dan berminat untuk bergerak di industri tersebut. Dengan tersedianya fasilitas pengembangan dan distribusi serta konten lokal yang kaya di Indonesia, industri game digital ini berpeluang menjadi industri unggulan. Kegiatan ini dilaksanakan di SMA 3 sebagai salah satu sekolah favorit yang memiliki generasi muda yang potensial. Kegiatan penyuluhan ini bertujuan memberikan wawasan dan motivasi bagi generasi muda, yang adalah siswa SMA 3 Semarang, tentang peluang industri game digital di Indonesia sehingga diharapkan dapat berminat dan bergerak di bidang ini. Metode umum yang digunakan dalam penyuluhan adalah mengemukakan permasalahan nyata berkaitan dengan industri kreatif di Indonesia, memberikan langkah-langkah praktis untuk memulai dan memberikan contoh-contoh nyata tentang usaha yang telah dimulai dan dilakukan. Sedangkan metode penyampaian materi menggunakan appreciative inquiry dengan empat tahap, yaitu mancari hal yang positif, menemukan dan menentukan pilihan visi yang muncul dari hal-hal positif tersebut, melakukan usaha untuk merealisasikan visi yang telah ditentukan dan evaluasi hasil yang telah dicapai. Kegiatan ini akan bisa mencapai dua tahap awal, namun untuk dua tahap berikutnya akan diserahkan secara mandiri kepada peserta. Hasil dari pelatihan dan pengabdian masyarakat ini adalah siswa akan mampu memahami perkembangan game saat ini, hal-hal apa saja yang dapat dilakukan untuk mengembangkan industri game.

 

Kata kunci: Industri kreatif, game, generasi muda, konten lokal, unggulan.

 

Abstract

One example of a creative industry that is growing rapidly in Indonesia is digital games. The number of transactions generated from this industry is also very large, however, more than 90% of its income goes to foreigners. This is because not many young people know and are interested in moving into the industry. With the availability of development and distribution facilities as well as rich local content in Indonesia, this digital game industry has the opportunity to become a leading industry. This activity is carried out in SMA 3 as one of the favorite schools that has a potential young generation. This outreach activity aims to provide insight and motivation for the younger generation, who are SMA 3 Semarang students, about the opportunities for the digital game industry in Indonesia so that it is hoped that they will be interested and engaged in this field. The general method used in extension is to bring up real problems related to the creative industry in Indonesia, provide practical steps to start and provide real examples of businesses that have been started and carried out. While the method of delivering material uses appreciative inquiry with four stages, namely looking for positive things, finding and determining the choice of the vision that arises from these positive things, making efforts to realize the predetermined vision and evaluating the results that have been achieved. This activity will be able to reach the initial two stages, but for the next two stages will be independently submitted to the participants. The result of this training and community service is that students will be able to understand the current game development, what things can be done to develop the game industry.

 

Keywords: Creative industry, Game, young generation, local content, flagship


Keywords


Industri kreatif, game, generasi muda, konten lokal, unggulan

Full Text:

PDF PDF

References


DAFTAR PUSTAKA

J. S. Newbry, “The Journal of Macro Trends in Technology and Innovation Innovations in Company Design : Lessons from Valve Software,” J. MacroTrends Technol. Innov., vol. 1, no. 1, pp. 21–30, 2013.

D. Xuan Luan and D. Thanh Tung, “Formal Credit Inclusion Within One-Commune-One-Product Program (Ocop) in the Agricultural Restructuring Strategy of Northwestern Vietnam,” Econ. Sociol., vol. 8, no. 1, pp. 56–71, 2015, doi: 10.14254/2071.

C. Jackson, J. Morgan, and C. Laws, “Creativity in events: the untold story,” Int. J. Event Festiv. Manag., vol. 9, no. 1, pp. 2–19, 2018, doi: 10.1108/IJEFM-10-2017-0062.

sasono wibowo indra gamayanto, “Developing a techno - family through virtual - reality benthix game,” J. Teknol. Pendidik., vol. 19, no. 2, pp. 113–138, 2020.

A. Purnomo, “Industri Kreatif , Solusi Kreatif Pengentasan Kemiskinan di Indonesia Abstrak,” Media UNPAS “Al-Mizan,” no. July, pp. 1–5, 2008.

I. Granic, A. Lobel, and R. C. M. E. Engels, “The benefits of playing video games,” Am. Psychol., vol. 69, no. 1, pp. 66–78, 2014, doi: 10.1037/a0034857.

E. Lestariningsih, K. Maharani, and T. K. Lestari, “Measuring creative economy in Indonesia: Issues and challenges in data collection,” Asia-Pacific Sustain. Dev. J., vol. 2018, no. 2, pp. 99–117, 2019, doi: 10.18356/16fa938f-en.

K.-D. T. Jannicke Baalsrud Hauge, Heiko Duin, “Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Preface,” in Springer Berlin Heidelberg, 2013, doi: 10.1007/978-3-642-40790-1.

F. Rusdi and G. G. Sukendro, “Analisis Industri Kreatif Dalam Memanfaatkan Identitas Kota Melalui Media Baru,” J. Komun., vol. 10, no. 1, p. 95, 2018, doi: 10.24912/jk.v10i1.1221.

A. Rochani, “Strategi Pengembangan Industri Kreatif Dalam Mewujudkan Kota Cerdas,” Inov. Dalam Pengemb., pp. 81–93, 2017.

C. Fajri, “Tantangan Industri Kreatif-Game Online di Indonesia,” J. Komun., vol. 1, no. 5, p. 443, 2012, doi: 10.24329/aspikom.v1i5.47.

J. Masunah, “Creative Industry: Two Cases of Performing Arts Market in Indonesia and South Korea,” J. Hum., vol. 29, no. 1, p. 108, 2017, doi: 10.22146/jh.v29i1.22572.

Eduardo Marisca Alvarez B.A., “Developing Game Worlds: Gaming, Technology, and Innovation in Peru,” Thesis, no. 2008, 2014.

T. Herawaty and S. J. Raharja, “Creative Industry Development Strategy in Bandung, Indonesia,” Rev. Integr. Bus. Econ. Res., vol. 7, no. 2, pp. 394–403, 2018, [Online]. Available: http://www.sibresearch.org/uploads/3/4/0/9/34097180/riber_7-s2_tk18-078_394-403.pdf.

H. Haryanto, U. Rosyidah, and A. Kardianawati, “Model Elemen Game Imersif Berbasis Appreciative Learning Dan Kecerdasan Buatan Pada Game Pembelajaran,” in Prosiding SENDI, 2018, pp. 978–979.




DOI: https://doi.org/10.33633/ja.v4i1.152

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Hanny Haryanto, Indra Gamayanto, Sendi Novianto



Jurnal ABDIMASKU (p-ISSN : 2615-3696e-ISSN : 2620-3235) diterbitkan oleh LPPM Universitas Dian Nuswantoro Semarang. Jurnal ini di bawah lisensi Creative Commons Attribution 4.0 International License.

Statcounter

View My Stats

 

ABDIMASKU terindeks di :