DIGITAL MARKETING SM ENTERTAINMENT MELALUI SM CULTURE UNIVERSE PROJECT (STUDI ETNOGRAFI VIRTUAL PADA INSTAGRAM @smtown) Section Articles

##plugins.themes.academic_pro.article.main##

Soepeni R A H Dikky
Petrus Ana Andung
I Gusti A R Pietriani

Abstract

The success of K-pop in the world cannot be separated from the role of companies or private agencies in South Korea, one of which is SM Entertainment. In early 2021, SM announced the release of the SM Culture Universe Project. In the SM Culture Universe project, SM has some original SM content namely Re-Mastering & Re-Masterpiece, SM Classic, iScream, Beyond Live, and AR Technology on some of its products. To market this content/product, SM uses several social media, one of which is Instagram. On the main account @smtown, SM interacts with the public and carries out digital marketing activities on SMCU content. This study aims to map digital-based communication routines between SM Entertainment and fans through the SM Culture Universe Project and map the application of SM Entertainment's Digital Marketing to SM Culture Universe Project content through Instagram social media. This research was studied using the Virtual Ethnography method and analyzed with the theory of Social Constructions Of Technology and using important concepts such as digital media, social media activity, and digital marketing. The results show that the routine communication that occurs is that SM uploads content on Instagram @smtown to convey the SMCU project to the public. Feedback given by the public is in the form of social media activities such as leaving comments, liking, sharing, and so on. The form of digital marketing that SM Entertainment does to SMCU through Instagram @smtown is that SM makes content posts only in outline, while for more detailed information, SM has linked a link that can be connected to the official website www.smentertainment.com, www.smglobalshop.com and youtube, besides that, SM also marked a special Instagram account for SMCU content and album products or merchandise, namely @smtownstation, @screamrecords, @smglobalshop

##plugins.themes.academic_pro.article.details##

How to Cite
Dikky, S. R. A. H., Ana Andung, P., & Pietriani, I. G. A. R. (2022). DIGITAL MARKETING SM ENTERTAINMENT MELALUI SM CULTURE UNIVERSE PROJECT . Jurnal Digital Media Dan Relationship, 4(2), 37-45. https://doi.org/10.51977/jdigital.v4i2.803

References

Al. Arif, M. Nur Rianto. Assauri, Sofyan. 2007. Manajemen Pemasaran, Op.cit, h. 5. 10, h. 168. Jakarta: PT. Raja Grafindo Persada.
Angipura M. P. 2002. Dasar-Dasar Pemasaran, Cet. Ke-2, h. 3. Jakarta: PT. Raja Grafindo Persada
Arifianto,S. Christiany, Juditha. 2019. Media Digital Dan Perubahan Budaya Komunikasi. Yogyakarta: Aswaja Presindo
Cangara, H. (2011). Pengantar Ilmu Komunikasi. Jakarta: PT Raja Grafindo Persada.
David. 2004. Manajemen Strategi Konsep,h.18. Jakarta: Salemba Empat.
Mahmud. 2011. Metode Penelitian Pendidikan, hlm. 31. Bandung: CV Pustaka Setia
Marchant E. G. 2017. Artificial Intellegance and the Future Of Legal Practice, The Scitech Lawyer
Nasrullah, R. 2014. 2016. Teori dan Riset Media Siber (Cybermedia). Jakarta: Kencana Prenada Media Grup.
___________.2017. Etnografi Virtual, hl.5,hl.10. Bandung: Simbiosa Rekatama Media.
___________. 2018. Riset Khalayak Digital: Perspektif Khalayak Media Dan Realitas Virtual Di Media Sosial. Jakarta
Tjiptono, Fandy, Chandra G dan Adriana D. (2008). Pemasaran Strategik, ANDI: Yogyakarta.
Umanailo, M Chairul Basrun. 2019. Paradigma Konstruktivis. Maluku
Sipayo, R C. 2020. Strategi SM Entertainment Dalam Mengembangkan New Culture Technology Di Pasar China. Di akses pada 20 Juli 2021
Laela, Misbakul. 2017. Etnografi Virtual (Kajian Terhadap Fanspage K-Pop Dan K-Drama Indonesia). Di akses pada 30 Januari 2022
Pratiwi, Aprilianti. 2020. Instagram Sebagai Media Promosi Festival Pariwisata Kota Bogor (Studi Etnografi Virtual Pada Akun @Cgmbogor_Fest). Di akses pada 30 januari 2022
Rizal. 2021. Strategi Digital Marketing Sebagai Media Komunikasi Dalam Pemasaran Paket Umroh Pada Pt Pandi Kencana Murni Makassar. Diakses pada 14 January 2022.
Roswita, T. 2020. Pengaruh Penggunaan Media Digital Dalam Pembelajaran Pkn Terhadap Sikap Nasionalisme Peserta Didik Kelas XI (Studi Survey di SMA Bina Dharma 2 Bandung). http://repository.unpas.ac.id/49782/7/12.%20BAB%20II.pdf .Di akses pada 01 Desember 2021
Pustitarini D S, Nuraeni R. Telkom University. 2019. Pemanfaatan Media Sosial Sebagai Media Promosi (Studi Deskriptif pada Happy Go Lucky House). https://ojs.unikom.ac.id/index.php/common/article/view/1950/1307 . Diakses pada 20 April 2022.
Imam Ishthifa. Social Constructions Of Technology. Academia.edu. https://www.academia.edu/12143894/Social_Construction_of_Technology . Diakses pada 13 Juli 2022.
Jawapos.com. 2019. Makin Populer, Tahun 2018 Ada 89 Juta Penggemar Korea di Seluruh Dunia. https://www.jawapos.com/entertainment/infotainment/13/01/2019/makin-populer-tahun-2018-ada-89-juta-penggemar-korea-di-seluruh-dunia/ . Di akses pada 27 July 2021.
Beritajatim.com. 2021. SM Entertainment dan Rencana Ekspansi SM Culture Universe. https://beritajatim.com/ragam/sm-entertainment-dan-rencana-ekspansi-sm-culture-universe/ . Di akses pada 19 juni 2022
Communcation.binus.ac.id. Metode Etnografi Virtual Trend Dalam Penelitian Media Sosial. 2020. https://communication.binus.ac.id/2020/11/09/metode-etnografi-virtual-trend-dalam-penelitian-media-sosial/ . Di akses pada 30 Januari 2022.
Official Website SM Entertainment. 2016. https://www.smentertainment.com/ . Di akses pada 26 Juli 2021.
Official Instagram SM Entertainment. https://www.instagram.com/smtown/ . Di akses pada 7 mei 2022.
Official Youtube SM Entertainment. https://www.youtube.com/c/SMTOWN . Diakses pada 7 mei 2022.
Press Release Trans Media. 2019. SM Entertainment Group Dan Pt Trans Media Corpora Mengumumkan Dimulainya Kerjasama Stategis Dan Kolaborasi Artis Perdana. https://www.transtv.co.id/corporate/press-release/97/sm-entertainment-group-dan-pt-trans-media-corpora-mengumumkan-dimulainya-kerjasama-stategis-dan-kolaborasi-artis-perdana . di akses pada 27 Mei 2022