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Hasil Pencarian

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Cinta Bintang Kencana Satria Putri
"Video Games Genshin Impact merupakan permainan yang memiliki banyak penggemar setia. Upaya pembentukan penggemar setia ini dilakukan melalui strategi komunikasi pemasaran dan customer engagement yang terjadi antara permainan dengan konsumen. Dalam membentuk brand loyalty dibutuhkan dua aspek brand affect dan brand trust yang diciptakan melalui strategi komunikasi pemasaran dan customer engagement. Dalam analisis ini, penulis menggunakan strategi komunikasi pemasaran Kotler & Keller (2012) yakni periklanan, sales promotion, events, public relation, direct marketing, interactive marketing, word-of-mouth marketing, dan personal selling untuk menganalisis strategi komunikasi pemasaran yang dilakukan Genshin Impact. Untuk menentukan jenis interaksi dalam customer engagement, peneliti membagi ke dalam tiga tingkatan yakni konsumsi, kontribusi, dan kreasi. Ditemukan bahwa strategi komunikasi pemasaran dan customer engagement meningkatkan ikatan emosional pemain yang dapat membangun brand affect yang menjadi elemen terhadap tumbuhnya brand loyalty.

The video game “Genshin Impact” is a game that has many loyal fans. The attempt to form this loyal fanbase is achieved through their marketing communication strategies and customer engagement between its consumers. In forming brand loyalty, there are two aspects that are needed such as brand affect and brand trust which are created through marketing communication strategies and customer engagement. In this analysis, the author uses Kotler & Keller (2012)’s Marketing Communication Strategy, which includes advertising, sales promotion, events, public relations, direct marketing, interactive marketing, word-of-mouth marketing, and personal selling, to analyze the marketing communication strategies employed by Genshin Impact. To determine the types of interaction in customer engagement, the researcher categorizes them into three levels: consumption, contribution, and creation. It was found that marketing communication strategies and customer engagement enhance the emotional attachment of players, which can build brand affect as an element contributing to the growth of brand loyalty."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Maulidiah Primaputri
"Penelitian ini membahas mengenai lokalisasi yang terjadi dalam penerjemahan permainan online digital Genshin Impact yang berbahasa Rusia. Seiring dengan perkembangan jaman, permainan online dengan alur cerita yang bervariasi menjadi salah satu opsi untuk menikmati karya sastra dengan cara yang berbeda. Gim sebagai produk perlu dilokalisasikan agar pengembang gim dapat memasarkan produknya ke negara sasarannya dengan lebih mudah dan dapat dinikmati oleh pengguna di negara sasaran tersebut. Teori yang digunakan dalam penelitian ini adalah teori penerjemahan dan teori lokalisasi dengan metode studi kepustakaan. Penelitian ini menemukan lokalisasi dalam penerjemahan dapat dihasilkan tanpa harus menggeser makna kata tersebut sepenuhnya dengan sinonim dan padanan budaya, alih-alih memberikan keterkaitan budaya pada penerjemahannya untuk negara yang menjadi sasaran pasar gim tersebut.

This research discusses the localization that occurs in the Russian translation of an online digital game Genshin Impact. As time goes by, online games with different storylines are an option to enjoy literary works differently. Games as products need to be localized to make it easier for the developer to market them and enjoyable for the users in the target country. The theory used in this research is translation theory and localization theory with the literature study method. This study found that localized translations can be produced without completely changing the meaning of the translated word with synonyms and cultural equivalents, instead, giving a cultural connection in the translations to the target country."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2021
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UI - Tugas Akhir  Universitas Indonesia Library
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Raka Yuda Priyangga
"Dalam industri hiburan, games telah menjadi pemimpin baru, dengan model pendapatan free-to-play menjadi populer. Gacha games, sebagai salah satu jenis game free-to-play, telah menarik perhatian sebagai objek penelitian. Namun, penelitian terkait gacha games cenderung terfokus pada pembelian konsumen, tanpa memperhatikan consumption behavior lainnya. Penelitian ini bertujuan untuk mengungkapkan bagaimana engagement pemain gacha games khususnya pada Genshin Impact mempengaruhi consumption behavior, termasuk purchase intention, co-production, community engagement, word-of-mouth, dan new player recruitment dengan menggunakan Social Exchange Theory sebagai dasar. Penelitian ini akan difokuskan pada warga negara Indonesia, generasi Z, yang telah memainkan gacha games setidaknya dalam 6 bulan terakhir. Penelitian ini akan dianalisis menggunakan PLS-SEM.

Games have emerged as a new leader in the entertainment industry, with the popularity of free-to-play revenue models. Gacha games, a type of free-to-play game, have gained attention as subjects of research. However, existing research on gacha games tends to concentrate on consumer purchases, neglecting other consumption behaviors. This study aims to uncover how the engagement of gacha game players, particularly in Genshin Impact, impacts consumption behavior, including purchase intention, co-production, community engagement, word-of- mouth, and recruitment of new players, using Social Exchange Theory as a framework. The study will focus on Indonesian citizens from Generation Z who have been playing Genshin Impact for at least the last 6 months. The research will be analyzed using PLS-SEM."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Fayaza Ayuanita Rahma
"Studi ini meneliti bagaimana video game Genshin Impact merepresentasikan, mengadaptasi, dan membayangkan kembali konsep arsitektur serta spasial periode Edo. Penelitian dimulai dengan menganalisis peta era Tokugawa, rencana kota, dan literatur arsitektur untuk mengidentifikasi tipologi bangunan dan pola spasial khas Edo, yang kemudian dibandingkan dengan desain wilayah Inazuma dalam game. Alih-alih hanya menyoroti kemiripan visual, studi ini menekankan pada logika arsitektur, simbolisme spasial, dan kualitas pengalaman ruang. Analisis kualitatif ini didasarkan pada interpretasi peneliti terhadap hubungan spasial dalam sumber sejarah dan dunia digital. Studi ini juga mengeksplorasi bagaimana Genshin Impact berfungsi sebagai medium pembelajaran spasial dan keterlibatan historis. Inazuma, yang terinspirasi dari periode Edo, mengundang pemain untuk menjelajahi narasi sejarah melalui lingkungan yang penuh resonansi emosional dan simbolisme. Landmark seperti Tenshukaku dan Grand Narukami Shrine menyampaikan tema kekuasaan, spiritualitas, dan hierarki sosial, mengubah pengalaman bermain menjadi pengalaman spasial yang bermakna. Meskipun representasi dalam game ini tidak sepenuhnya akurat secara historis—sering kali disederhanakan atau dipadukan dengan elemen fantasi—hal ini sejalan dengan pandangan bahwa representasi sejarah dalam media digital bersifat selektif dan penuh makna. Kota Inazuma mencerminkan logika spasial kota kastil era Edo, dan gaya arsitektur tertentu seperti shoin-zukur serta desain kuil Shinto diadaptasi dengan detail yang mencolok. Pada akhirnya, Genshin Impact melampaui perannya sebagai hiburan, menawarkan pengalaman spasial yang imersif dan kaya simbolisme yang berkontribusi pada diskusi kontemporer tentang arsitektur, memori budaya, dan cara baru dalam memahami masa lalu.

This study investigates how the video game Genshin Impact reimagines Edo period architectural and spatial concepts. By analyzing Edo peirod maps, city plans, and architectural literature, the research identifies key typologies and spatial arrangements of Edo, which are then compared with the design of the Inazuma region in the game. Rather than focusing solely on visual resemblance, the study emphasizes architectural logic, spatial symbolism, and experiential quality. This qualitative analysis is based on the researcher’s interpretation of spatial relationships in both historical sources and the game. The study also explores how Genshin Impact serves as a medium for spatial learning and historical engagement. Inazuma, inspired by the Edo period, invites players to explore historical narratives through emotionally resonant and symbolically rich environments. Landmarks such as Tenshukaku and the Grand Narukami Shrine convey themes of power, spirituality, and social hierarchy, transforming gameplay into a meaningful spatial experience. While the game’s representations are not entirely historically accurate—often simplified or blended with fantasy elements—they align with the view that historical representations in digital media are selective and meaningful. Inazuma City reflects the spatial logic of an Edo-period castle town, and specific architectural styles, such as shoin-zukuri and Shinto shrine design, are adapted with notable detail. Ultimately, Genshin Impact transcends its role as entertainment, offering an immersive and symbolically rich spatial experience that contributes to contemporary discussions on architecture, cultural memory, and new ways of engaging with the past."
Depok: Fakultas Teknik Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library
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Shahrani Fatimah Azzahrah
"This study explores how players in the Discord community perceive the representation of skin colors in Genshin Impact's Sumeru characters and its impact on the game's overall representation. Applying textual analysis, data collected from a survey distributed within the Discord community was analyzed through the lens of Consalvo's (2007) concept of orientalism in the context of video games. Findings reveal complex responses among players regarding skin color representation in Sumeru. While players, particularly those from the South West Asia and North Africa (SWANA) region, express frustration over the lack of diverse and accurate representation of skin colors in playable characters, some other players appreciate the diversity present in non-playable characters (NPCs) and certain aspects of cultural representations. This study highlights the importance of culturally sensitive representation in games and the need for improved diversity to better connect with the real-world cultures and people that games use as references. The findings contribute to a broader understanding of the complex relationship between representation and players’ experiences within a gaming environment. This study also suggests further research with larger sample sizes or across different online communities as it may lead to different findings.

Tugas akhir ini mengkaji bagaimana pemain dalam komunitas Discord memandang representasi warna kulit pada karakter Sumeru di Genshin Impact dan dampaknya terhadap representasi keseluruhan dalam game tersebut. Dengan menerapkan analisis tekstual, data yang dikumpulkan dari survei yang disebarkan di komunitas Discord dianalisis melalui konsep orientalisme Consalvo (2007) dalam konteks video game. Temuan mengungkapkan respons yang kompleks di antara pemain mengenai representasi warna kulit di Sumeru. Sementara pemain, terutama yang berasal dari wilayah Asia Barat Daya dan Afrika Utara, mengungkapkan rasa frustasi atas kurangnya representasi warna kulit yang beragam dan akurat pada karakter yang dapat dimainkan, beberapa pemain lain menghargai keberagaman yang ada pada karakter yang tidak dapat dimainkan (NPC) dan aspek-aspek representasi budaya lainnya. Tugas akhir ini menjelaskan pentingnya representasi yang peka budaya dalam dunia game dan kebutuhan akan peningkatan keberagaman untuk lebih terhubung dengan budaya dan masyarakat dunia nyata yang dijadikan referensi oleh game tersebut. Hasil tugas akhir ini berkontribusi pada pemahaman yang lebih luas tentang hubungan kompleks antara representasi dan pengalaman pemain dalam lingkungan game. Tugas akhir ini juga menyarankan penelitian lebih lanjut dengan ukuran sampel yang lebih besar atau di berbagai komunitas online yang berbeda karena mungkin akan menghasilkan temuan yang berbeda."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2024
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UI - Tugas Akhir  Universitas Indonesia Library
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Anita Dewi Prameswari
"Meningkatnya aktivitas dalam jaringan sepanjang lima tahun terakhir serta mudahnya akses teknologi mengubah gaya masyarakat global dalam memproduksi maupun mengonsumsi konten, termasuk dalam bidang hiburan seperti bermain gim. Genshin Impact menjadi salah satu role-playing game (RPG) yang meledak di pasaran termasuk di Indonesia. Dengan menggunakan konsep transmedia branding dari Tenderich, peneliti ingin menggali bagaimana implementasi elemen tersebut dalam kampanye yang dilakukan Genshin Impact. Penelitian ini menggunakan pendekatan kualitatif dengan metode analisis isi. Hasil penggalian menunjukan bahwa penerapan transmedia branding oleh Genshin Impact didominasi oleh aspek partisipasi, dimana mereka memanfaatkan budaya populer, artis yang terlibat, serta penggemar untuk meningkatkan keterlibatan mereka dalam mempromosikan gim tersebut; sedangkan aspek lainnya yaitu naratif dan brand lebih tidak dominan meski tetap digunakan.

The growth of online activities in the last five years and the accessibility of technology have changed the way the global community produces and consumes content, including gaming. Genshin Impact became one of the role-playing-games (RPG) that exploded in the market, including Indonesia. By using the concept of transmedia branding from Tenderich, this paper would like to explore how the implementation of these elements in the campaign carried out by Genshin Impact. This research uses a qualitative approach with a content analysis method. The results show that the implementation of transmedia branding by Genshin Impact is dominated by the participation element, where they utilize popular culture, involving actresses and fans to increase their engagement in promoting the game; while the other aspects, namely narrative and brand, are less dominant even though they are still used."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Sofi Safiensa
"Keadaan pandemi Covid-19 menyebabkan setiap orang menghabiskan lebih banyak waktu untuk melakukan kegiatan perawatan diri dan perawatan kulit. Dengan keadaan tersebut, berbagai brand perawatan kulit pun melakukan berbagai strategi dalam memasarkan produknya dengan memanfaatkan media sosial (social media marketing) untuk mengembangkan hubungan yang erat dengan konsumen (customer-brand relationship). Skin Game merupakan salah satu brand perawatan kulit yang melakukan strategi social media marketing dalam membangun dan menjaga customer-brand relationship pada platform media sosial Instagram. Tujuan penelitian ini adalah untuk mengetahui bagaimana penerapan strategi social media marketing yang dilakukan oleh Skin Game dan potensi strategi yang diterapkan dalam membangun dan menjaga customer-brand relationship. Berdasarkan hasil analisis konten Instagram Skin Game, ditemukan bahwa upaya Skin Game dalam membangun dan menjaga customer-brand relationship dilakukan melalui penyebaran konten interaktif yang kerap menjadi perhatian bagi konsumen. Adapun penerapan strategi social media marketing pada Instagram Skin Game tersebut memiliki potensi dalam membangun dan menjaga hubungan dikarenakan penerapannya mencakup empat elemen utama customer-brand relationship serta melibatkan unsur interaktivitas yang mana menjadi unsur penting dalam membangun dan menjaga customer-brand relationship.

The Covid-19 pandemic situation has caused everyone to spend more time doing personal care and skincare activities. Under these circumstances, various skincare brands have implemented various strategies in marketing their products by utilizing social media (social media marketing) to develop close relationships with consumers (customer-brand relationship). Skin Game is a skincare brand that implements a social media marketing strategy in building and maintaining customer-brand relationships on the Instagram social media platform. The purpose of this study is to find out how the application of social media marketing strategies carried out by Skin Game and the potential strategies applied in building and maintaining customer-brand relationships. Based on the results of the Instagram Skin Game content analysis, it was found that Skin Game's efforts in building and maintaining customer-brand relationships were carried out through the dissemination of interactive content that often became a concern for consumers. The implementation of the social media marketing strategy on the Instagram Skin Game has the potential to build and maintain relationships because its implementation includes four main elements of customer-brand relationships and involves elements of interactivity which are important elements in building and maintaining customer-brand relationships."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2021
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Johan Wahyudi
"Loyalitas terhadap suatu merek merupakan salah satu tujuan akhir yang ingin dicapai oleh suatu perusahaan terhadap para audiensnya. Strategi pemasaran digunakan untuk membantu tercapainya tujuan tersebut melalui bentuk-bentuk promosi yang ditujukan secara langsung kepada individu maupun kelompok tertentu. DotA 2 menjadi salah satu game online yang meraih pencapaian paling besar dalam kategori game MOBA melalui perhelatan turnamen terbesar mereka The International yang diadakan setiap tahunnya. Perhalatan The International digunakan oleh DotA 2 sebagai bagian dari strategi pemasarannya dengan menggunakan turnamen tersebut sebagai bagian dari event marketing untuk membangun interaksi langsung dengan para pemain dan penikmatnya dari seluruh dunia. The International juga hadir sebagai bagian dari community marketing yang digunakan untuk menyasara secara spesifik komunitas dari game DotA 2 itu sendiri untuk membangun kedekatan serta menjadikan mereka bagian dari promosi yang dilakukan untuk membangun suatu loyalitas pada game tersebut.

Loyalty to a brand is one of the ultimate goals to be achieved by a company to its audience. Marketing strategies are used to help achieve these goals through promotional forms aimed directly at specific individuals or groups. DotA 2 is one of the online games that achieved the greatest achievement in the MOBA category through their biggest tournament event, The International, which is held annually. The International is used by DotA 2 as part of its marketing strategy by using the tournament as part of event marketing to build direct interaction with players and fans from around the world. The International is also part of community marketing which is used to specifically target the community of the DotA 2 game itself to build closeness and make them part of the promotion carried out to build loyalty to the game."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2022
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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"Environmental impact assessment is widely recognized as an effective tool for supporting the sustainable development of the environment through policy, plan and program decision-making processes. Traditional approach of environmental impact assessment generally focuses on scientific analysis and neglects subjective utilities on the project development. this paper proposes a framework of environment"
Artikel Jurnal  Universitas Indonesia Library
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Astriesa Adriana
"[ABSTRAK
Kegiatan produksi tahu menimbulkan panas dan bau dari asap dan dari air limbah
yang dihasilkan selama proses produksi. Kayu bakar yang digunakan dalam
proses produksi di industri tahu dapat mempengaruhi luas penebangan hutan
untuk permintaan kayu bakar, dengan mengasumsikan semua kayu yang
digunakan untuk keperluan produksi industri tahu di lokasi penelitian berasal dari
hutan. Kegiatan produksi di industri tahu menimbulkan dampak lingkungan dan
dampak sosial, padahal pengelola industri tahu berkewajiban menjaga lingkungan,
misalnya dengan menginternalisasi biaya eksternal dari kegiatan produksinya.
Tujuan penelitian adalah menganalisis dampak industri tahu pada ekonomi, sosial,
dan lingkungan di Jakarta. Analisis data berupa narasi deskriptif. Penelitian
dilakukan di wilayah Karang Tengah, dan di PIK Semanan. Hasil penelitian; 1)
Pembuangan limbah cair tahu tanpa pengolahan dapat mengganggu kehidupan
biota perairan; 2) Kegiatan di pabrik tahu menimbulkan biaya sosial yang
dikeluarkan warga yang tinggal di sekitarnya; 3) Keberadaan industri tahu
membantu penyerapan tenaga kerja pada masyarakat yang tinggal di sekitarnya;
4) Internalisasi biaya eksternal berupa biaya lingkungan mengakibatkan
penurunan pendapatan industri tahu.

ABSTRACT
Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.;Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry., Tofu production activity producing heat and stink from the smoke and tofu
wastewater that arouse during the process. Firewood used during tofu production
process effects the amount of deforestation, assuming the woods used are entirely
taken from the woods. Production activity in tofu industry causing environmental
effect and social effect, whereas the managers should be protecting the
environment, for example, by internalizing the external cost caused by the
production activities. The aim of this research is to analyse the effect of tofu
industry to economy, social, and environment in Jakarta. Data analysis using
descriptive narrative method. Research locations are Karang Tengah, and PIK
Semanan. Research results: 1) Tofu wastewater disposal without proper
management will disturbing water organism; 2) The activity in tofu industry will
procure social costs which will spend by the residents near tofu factory; 3) Tofu
industry helps in giving employment to residents near them; 4) Internalization of
external cost from environmental cost will decrease profit for tofu industry.]"
2016
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UI - Tesis Membership  Universitas Indonesia Library
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