Tag Archives: Communication

How Video Games Change Communication Behavior and Social Interaction

Have you ever known someone chatty on the internet, but is secretly a quiet and introverted person in real life? Or maybe, you are this person. The online era has been vastly affecting how people communicate with one another. Video games, whose growth has been catalyzed by the internet, are also used by more and more people as a medium to socialize. Of course, there are implications to this new trend of social behavior, which will be discussed thoroughly in this article. However, before digging deeper into this topic, let us first take a look at the history of human interaction.

 

The Evolution of Human Communication Tools

Humans are inherently social beings. Communication is the key to the survival of our ancestors and even us today. However, humans have changed their method of interaction according to the technologies or tools that exist at specific time periods. As technology continues to develop, our socializing habits evolves as well. According to a paper called the Development of Communication Technology and its Impact on Human Life, there are four distinct eras that distinguish human interaction methods.

The oldest era took place in 4000 BC when writing was the main tool for communication. The second was commenced when Gutenberg invented the printing press in 1456. Newspapers then came around at 1600. In Europe, the first newspaper printing came from a German company called Aviso di Wolfunbuttel. In Indonesia, Medan Prijaji was the first national newspaper, which operated from 1907 to 1912, according to Kompas.

Matchmaking bureau column in an old newspaper. | Source: Hipwee

Newspapers, as you may have already known, are a form of one-way communication. It is simply impossible to “reply” to a piece of news. However, newspapers in the past have been used as a tool to find friends or even lovers. Indeed, there is a designated “matchmaking” section in old newspapers. The “pen pal” section is usually less common, although I have personally made a friend during elementary school by finding their contacts in a newspaper.

Proceeding from the era of writing is the era of telecommunications. The radio and Films are the primary inventions that formed this era. The term “radio waves” was first coined by the German physicist Heinrich Hertz in 1887. However, it was not until 1896 when the first radio transmitter and receiver were invented by Guglielmo Marconi. Four years later, in 1900, radio began to be used commercially.

In Indonesia, the first generation of radio stations appeared around 1925 in Malabar, Central Java. Radio Republik Indonesia (RRI) was founded on September 11, 1945. This day was later also commemorated as National Radio Day, according to Kompas. Usually, in the past, the radio was used to give greetings to your family or friends, although there is no guarantee that the radio announcer will broadcast our message.

The telecommunications era also includes the arrival of television, which gave way to a variety of communication services. Just like newspapers and radios, TVs are a one-way communication tool. A person can use TV and radio to make announcements to the public, but the listener/audience cannot interact with the messages conveyed. This limitation, however, will later disappear in the fourth era.

The Internet emerged in the era of interactive communication. | Source: Deposit Photos

The fourth era in communication history is called the era of interactive communication. As its name suggests, two-way communication became the norm, and technologies such as satellites, computers, and the internet helped form this trend. According to Forbes, the communication industry in the 1990s underwent major changes thanks to the advent of these brand-new techs. They also established a new array of communication mediums, ranging from email, instant messaging, Voice Over Internet Protocol (VOIP), internet forums, social media, and also online games.

Just like other previous communication tools, social media also evolves from time to time. Friendster, one of the world’s first social media, used to be very popular back in 2001. LinkedIn, founded in 2002, became the standard social media for working professionals. 2 decades later, LinkedIn is still incredibly popular, having more than 675 million users, according to Mary Ville. In 2004, Mark Zuckerberg founded Facebook, which has billions of users today. And two years later, Twitter was founded with the concept of a microblogging site.

Between 2010 and 2011, the emergence of Instagram, Pinterest, and Snapchat changed the focal point of social media content towards images. After the release of TikTok in 2016 by a Chinese company called ByteDance, the mainstream social media content shifted yet again, this time towards short videos. The existence of TikTok is also proof that netizens are now more fond of consuming videos.

Social media is constantly evolving. | Source: Marry Ville

The existence of social media provides several conveniences to us humans, such as connecting with friends or family who live far away. It is also much easier for us to find and connect with people who have the same interests as ours. If you like gaming, you can easily find a gaming community online.

However, social media undoubtedly also has its downsides. Social media is designed in such a way that you can only see the content that you like. Therefore, it can act as an echo chamber that reinforces your biases and polarizes your beliefs. Another problem that commonly arises on social media is cyberbullying, which is caused by the vast anonymity that the internet provides.

Despite its many pros and cons, it is undeniable that social media makes communicating much faster, easier, and cheaper. In the past, you had to consider roaming costs when calling people in different provinces. Now, you can easily connect with people who live in other countries or even continents.

Today, the game is predicted to be the new social media. The arrival of the internet may have single-handedly revolutionized the video game industry. It gave birth to many of the popular online games we know back then, such as Lineage and Starcraft in 1998 or Counter-Strike: Global Offensive in 1999. Initially, online games were used as a means of personal entertainment, similar to offline games. However, especially after the COVID-19 pandemic hit, online games nowadays are mostly used as a medium to hang out, interact, and collectively have fun with other people. 

 

How Games Affect Social Interaction

What comes to your mind when you hear the word cool? Of course, everyone has a different definition or interpretation of being cool. For high school students, for example, cool might be associated with someone who is in a music band, a sports team, or student council presidents. In the past, video game enthusiasts were often labeled as nerds or maybe even losers. Fortunately, the trend today has changed. Now, people who are good at playing games have their own charisma. Being professional esports athletes is a dream for many people in today’s society, even though the chances are extremely slim.

The rise of Pay-to-Win (P2W) games also brought a lot of attention to people who spend a lot of money in-game, often crowned as sultans. Influencers in the gaming world even create content about how much money they spend to acquire certain characters or items. For example, Indonesian YouTuber, feraldoto, spent Rp. 64 million to get Albedo C6 on Genshin Impact.

Unfortunately, many of the negative stigmas attached to gamers still persist until this very day. For one, many still assume that gamers are anti-social or loners. Unknowingly to people with these false beliefs, many people make new friends — or even lovers — through online games. Not only that, in some countries — such as South Korea and China — gaming is considered a social activity. In 2003, Mark Griffiths, a lecturer at Nottingham Trent University, released a study on online gaming. He conducted a survey consisting of 11 thousand Everquest players. From the survey, Griffiths found that 25% of the respondents’ favorite part about Everquest is the element of socializing. Therefore, the idea that gamers are anti-social is extensively misleading. 

In 2007, he repeated the experiment with a different community in online gaming. This time, he gathered 912 Massively Multiplayer Online (MMO) gamers from 45 countries who spent an average of 22 hours a week playing games. From the study, he also concluded that online games are a highly interactive social environment.

Ten percent of the survey’s respondents even ended up in a romantic relationship outside the game,” Griffiths mentioned in BBC. “In-game socialization is actually a concept that has been around for a long time.” And in 2020, when the whole work was brought to a lockdown, more and more people came to the realization that gaming is more than a form of entertainment; it is also a place to socialize and interact.

Last year, gaming has been used as a hangout spot between friends. Important moments, such as birthdays or even weddings, are celebrated inside games. Games have also been used as a medium to show condolences. When streamer Byron “Reckful” Bernsten died in July 2020, World of Warcraft gamers gathered at several locations in-game to pay their respects to the WoW legend.

The Effect of Anonymity On Social Interaction

A person’s behavior in cyberspace is not always the same as his/her behavior in the real world. One of the main reasons why this happens on a vast scale is the anonymity that the internet provides. In online games, for example, rarely anyone uses their real name as his/her in-game name. According to the journal The positive and negative implications of anonymity in Internet social interactions: “On the Internet, Nobody Knows You’re a Dog”, hiding identities can have both positive and negative repercussions.

According to the Social Identity Model of Deindividuation Effect (SIDE) theory, anonymity has the benefit of increasing the effectiveness of a particular group. However, this only applies when all group members completely hide their identity and thus are unidentifiable to each other. If one or more people fail to keep their anonymity, the benefit will cease to exist. Anonymity also eliminates the salience of personal features while enhancing social identity and group immersion.

Anonymity can have both good and bad effects. | source: Deposit Photos

The strength and chemistry in anonymous communities can also bring precarious consequences. One of the most alarming negative effects of anonymous groups is their ability to disrupt major groups using radical ideas. For example, if a minor group of people hates the Indonesian government, they can gather followers to overthrow the government using anonymity.

However, another positive impact anonymity brings is empowering marginalized groups such as women and people with disabilities. Based on the equalization hypothesis, anonymous communication via the internet can balance the “power” held between minor and major groups.

In the real world, we tend to treat people based on their race, gender, appearance, and so on. In cyberspace, however, we cannot see or judge these social cues, prompting us to treat everyone fairly. For example, someone might try to act cool in front of an attractive person of the opposite sex. This cannot occur in internet forums since he/she cannot see the appearance of other people.

The last and probably most obvious advantage of anonymity is privacy. Generally, anonymity has three links to privacy: recovery from social injury, catharsis by expressing their emotions freely, and autonomy by trying new behaviors or activities without having to worry about being judged by the public or known people. Unfortunately, the autonomy and protection that comes from anonymity can also catalyze reckless behavior that might go unpunished.

 

Conclusion

Playing games is no longer considered an antisocial hobby or merely a form of personal entertainment. Today’s games, especially with the current pandemic lockdown, became a medium to interact with friends or new people on the internet. In the past year, gaming has provided a place to hang out and celebrate important moments in people’s lives. 

However, people in the gaming world, or cyberspace as a whole, often put on a mask that does not represent their real-world behaviors.  Due to the protection of anonymity, nobody is afraid to be judged by their appearance, race, or other social cues. 

People in the past have believed that friendships in the online world are pretentious and fragile. However, there are a bunch of internet applications that we can use to stay connected with our friends anywhere around the world, from WhatsApp, Facebook, to Discord. I myself am still in touch with friends that I met in Ragnarok Online from the early 2000s. News about gamers who found the love of their life from games is also common nowadays. Therefore, relationships formed on the internet or online games can, indeed, be very strong and long-lasting.

Translated by: Ananto Joyoadikusumo. Featured Image: Nintendo.

MDI Ventures with Whispir team / MDI Ventures

MDI Ventures Leads Post-Series A Funding for Australia’s Whispir

MDI Ventures, a corporate venture capital under Telkom Group, announces it leads post-series A funding for $10 million (more than Rp137 billion) for Australia’s communication platform Whispir. Also participated are Whispir’s current investors, Telstra Ventures and NSI Ventures. Funding will be used for expansion to Indonesia and other Southeast Asian countries. Whispir has opened Singapore office to support innovation and expansion in the region.

Whisper is as a cloud platform to automate communication process,
enabling businesses to interact effectively with employees, stakeholders, and clients. It uses AI technology, IoT, and data analytics to support the product.

Available in three continents, Whispir claims to have more than 450 corporate clients. In Indonesia, it will expand through TelkomTelstra, a joint venture company of of Telkom Indonesia and Telstra Australia.

MDI Ventures CEO Nicko Widjadja stated, “As we keep expanding our unified communications in our portfolio (Wavecell, Kata.ai), Whispir brings a new category into the mix by building an intelligent and automated engagement platform for enterprises to use. They are the leader in this segment. The company also has a very strong growth in the past couple of years, and we’re looking forward to work with them building businesses with Telkom Group and Telstra.”

Jeromy Wells, Whispir’s CEO and Founder, added, “We are excited to be able to work together with both Telkom Indonesia and Telstra in this market. Smart businesses everywhere in Indonesia are already starting their digital transformation. Whispir will be able to provide an instant, achievable and cost-effective technology migration path.”


Original article is in Indonesian, translated by Kristin Siagian

tim MDI Ventures dan tim Whispir / MDI Ventures

MDI Ventures Pimpin Pendanaan “Pasca Seri A” Senilai 137 Miliar Rupiah untuk Startup Australia Whispir

Corporate venture capital MDI Ventures, yang berada di bawah naungan Telkom Group, mengumumkan pihaknya memimpin pendanaan Pasca Seri A (Post Series A) senilai $10 juta (lebih dari 137 miliar Rupiah) untuk platform komunikasi Australia Whispir. Turut berpartisipasi di pendanaan ini investor terdahulu, Telstra Ventures dan NSI Ventures. Dana akan digunakan untuk berekspansi di Indonesia dan negara Asia Tenggara lainnya. Sebelumnya Whispir telah membuka kantornya di Singapura untuk mendukung inovasi dan ekspansi di kawasan ini.

Whispir disebut sebagai platform cloud yang mengotomasi proses komunikasi, memudahkan bisnis untuk secara efektif berinteraksi dengan staf, pihak-pihak yang terkait bisnis perusahaan, dan klien. Whispir menggunakan teknologi AI, IoT, data analytics untuk mengembangkan produknya.

Tersedia di tiga benua, Whispir mengklaim sudah memiliki lebih dari 450 klien korporasi. Di Indonesia, Whispir akan berekspansi melalui TelkomTelstra, sebuah perusahaan cloud hasil joint venture Telkom Indonesia dan Telstra Australia.

CEO MDI Ventures Nicko Widjaja dalam rilisnya mengatakan, “Dengan kami terus mengekspansi platform komunikasi unifikasi dalam portofolio kami (termasuk Wavecell dan Kata.ai), Whispir membawa kategori baru dengan membangun platform otomasi pintar untuk enterprise. Mereka adalah pemimpin di segmen ini. Whispir memiliki pertumbuhan yang kuat dalam beberapa tahun terakhir dan kami menyambut baik kerja saam untuk membangun bisnis bersama Telkom Group dan Telstra.”

Sementara Founder dan CEO Whispir Jeromy Wells menambahkan, “Kami sangat bersemangat untuk bermitra dengan Telkom Indonesia dan Telsra di pasar ini. Bisnis di manapun di Indonesia telah memulai transformasi digitalnya. Whispir mampu menyediakan jalur migrasi teknologi yang efektif dari sisi biaya dan instan [untuk teknologi manajemen komunikasi terotomasi].

Pertimbangkan Hal Ini Ketika Ingin Merekrut Pekerja Remote

Cara bekerja konvensional dengan datang jam 9 pagi dan pulang jam 5 sore, perlahan-lahan mulai bergeser sejak kehadiran konsep baru bekerja remote dari rumah. Bekerja remote lambat laun menjadi suatu gaya hidup baru yang dinilai lebih fleksibel, tidak membuat seseorang jadi begitu terikat dengan kehadirannya di kantor.

Faktor pendukung lainnya, kehadiran generasi muda yang mulai merambah ke dunia kerja, menuntut perubahan gaya kerja yang harus disesuaikan dengan gaya mereka.

Kendati demikian ada beberapa tantangan yang pasti dihadapi ketika suatu perusahaan memutuskan untuk memperbolehkan karyawannya untuk bekerja remote. Mulai dari penyesuaian ritme kerja yang harus selesai online, komunikasi yang harus selalu terjaga, mengadakan rapat secara rutin.

Dalam tulisan ini akan dibahas pertimbangan seperti apa yang perlu Anda pikirkan ketika ingin merekrut pekerja remote. Berikut rangkumannya:

Bekerja remote itu dapat membuat pekerja jadi lebih bahagia

Apabila Anda menemukan pekerja remote yang bertalenta tinggi namun berlokasi jauh dari kantor, sebaiknya perkerjakan mereka daripada memperkerjakan talenta lokal yang kurang sesuai dengan semangat perusahaan. Sebab hal ini akan berdampak pada tingkat kebahagiaan karyawan itu sendiri.

Bila mereka bahagia dengan kebebasan yang diberikan perusahaan, akan berdampak pada kinerja yang produktif, mereka lebih rela bekerja lebih lama. Mungkin kondisi yang berbeda akan ditemukan bila pekerja dipaksa bekerja di kantor dan terus diawasi oleh rekan kerjanya.

Bekerja remote pun akan menguntungkan perusahaan karena mereka tidak perlu memperluas area kantor. Sehingga, dapat menekan seluruh biaya pengeluaran.

Akan tetapi perhatikan komunikasinya

Telecommuting yang dilakukan dengan tepat akan menghasilkan proses bisnis yang lebih baik dan efisien. Bila pekerja sesekali absen dalam rapat tim, bisa menyebabkan telecommuting jadi bermasalah.

Masalah terbesar dari telecommuting adalah komunikasi. Teknologi seperti internet dan Skype telah membuat komunikasi jadi lebih mudah, tapi pertemuan tatap muka langsung adalah sarana komunikasi yang paling efektif.

Masalah komunikasi akan terjadi ketika Anda memiliki pekerja dengan zona waktu yang berbeda. Hal ini akan membuat proses komunikasi jadi terhambat. Namun, hal terbesar yang kemungkinan bakal terjadi dari komunikasi adalah tidak membangun ikatan emosional dibandingkan bertemu tatap muka.

Sebab, umumnya pekerja remote bakal jarang sekali bertemu dengan rekan tim lainnya membicarakan hal lain di luar pekerjaan. Mereka tidak bisa bertukar pikiran, bercerita tentang pengalaman pribadi dengan satu sama lainnya.

Masalah lainnya yang kemungkinan terjadi dari telecommuting adalah pekerja remote terkadang terlupakan tentang manajemen perusahaan, misalnya terkait promosi jabatan bila mereka tidak ada di kantor.

Pada akhirnya, merekrut pekerja remote itu sangat penting

Telecommuting umumnya sangat bermanfaat bagi karyawan, tapi membutuhkan manajemen komunikasi yang serius dan tekun agar hasilnya terasa bagi kinerja perusahaan. Anda selaku pemimpin harus memastikan bahwa karyawan tidak terisolasi oleh teknologi dan tidak diasingkan, buat mereka merasa bagian dari perusahaan bukan tentara bayaran belaka.

Untuk mengelola pekerja remote, Anda harus melakukan banyak pendekatan untuk membangun persahabatan, dengan rajin berkomunikasi baik dalam topik pekerjaan ataupun soal pribadi. Lalu ajak mereka sesekali mengunjungi kantor, untuk mengetahui bagaimana suasananya dan beri aspirasi tentang karier mereka pada masa mendatang.

Telecommuting memaksa Anda untuk benar-benar mengelola tim dan melacak kinerja pekerja remote, sambil memastikan mereka tetap merasa bagian dari tim kerja. Meski telecomutting terlihat sangat berat dan menantang, namun Anda harus percaya manfaat yang diberikan sangatlah banyak. Jika Anda belum menerapkan telecommuting, mulailah segera.

Tips Pemasaran Lewat Identifikasi Konsumen Secara Bertahap

Banyak pengusaha yang kerap berpikir bahwa komunikasi pemasaran itu mengharuskan memberi mereka informasi. Bukan itu sebenarnya. Tujuan Anda dalam komunikasi pemasaran itu adalah bagaimana mengajukan pertanyaan yang tepat kepada konsumen. Sebab, hal ini akan membantu Anda memastikan bagaimana transisi prospek dan pelanggan berawal dari informasi menjadi pengetahuan lebih cepat.

Bagaimana caranya? Yakni dengan mendengarkan konsumen. Artikel ini akan memberikan lebih detil empat tahap memahami bagaimana seseorang mendengar ucapan Anda sebelum menjual produk kepada mereka.

1. Tahap penulis

Ketika Anda berbicara, tangan mereka sibuk menulis cepat. Pada titik ini, konsumen sedang mendengarkan Anda sambil mencatat, mendapatkan informasi umum, dan mungkin mereka akan menyampaikan informasi tersebut ke orang lain. Dalam tahap ini, jika Anda ingin mereka mengambil tindakan dan mengubah mereka dari penulis jadi pemikir.

Ajukan pertanyaan misalnya, “Bagaimana pendapat Anda tentang [masukkan topik]?, “Seperti apa pandangan Anda tentang topik ini?”, dan lain sebagainya.

Dengan bertanya, Anda mengundang konsumen untuk terlibat lebih jauh dalam dialog mengenai produk, layanan, ide, atau keputusan. Minta audiens Anda untuk berhenti menulis dan mulai berpikir tentang informasi yang Anda berikan. Ini adalah saat di mana Anda akan mendapat informasi yang sangat penting dan mempengaruhi pengambilan keputusan mereka sebelum membeli barang.

2. Tahap memikir

Pada tahap ini, konsumen Anda masih mendengarkan informasi tapi mereka dapat mengajukan pertanyaan untuk mengklarifikasi fakta, angka, fitur, rincian, dan lain-lain. Ketika mereka berhenti mencatat dan mulai berpikir untuk mulai mengambil keputusan. Apakah informasi yang mereka dapatkan bernilai investasi bagi mereka atau tidak.

Berikut ini beberapa pertanyaan yang dapat membantu Anda saat memandu komunikasi denga konsumen pada tahap ini. “Apa yang Anda ketahui tentang [masukkan subyek]?”, “Apakah Anda mau berbagi dengan saya tentang apa yang Anda ketahui tentang ini?”, “Apakah perusahaan Anda tahu tentang hal ini?”, dan lain sebagainya.

Dengan pertanyaan ini, Anda berarti sedang mencari tahu apa yang konsumen ketahui dan membuat mereka mulai berpikir dalam konteks yang lebih besar bagaimana menerapkan solusi yang Anda tawarkan untuk keuntungan positif.

3. Tahap penafsir

Tipe ini terjadi ketika konsumen mulai menafsirkan bagaimana sesuatu terjadi dan bagaimana konsekuensinya dan manfaatnya bagi mereka. Dalam tahap ini Anda hampir dekat pada tahap akhir sebelum konsumen mengambil keputusan. Sebab konsumen telah memutuskan bahwa mereka ingin tahu lebih banyak, tidak hanya sekedar informasi saja.

Mereka ingin tahu bagaimana informasi yang Anda berikan mempengaruhi konteks mereka. Selain itu, konsumen pun mulai mengajukan pertanyaan bagaimana sesuatu yang disajikan berlaku di dunia mereka, perusahaan mereka, rumah mereka, dan lain-lain.

Seringkali, saat berada di tahap ini Anda tidak banyak mengajukan pertanyaan kepada konsumen. Namun jika ada belum sampai dalam tahap ini, ada sejumlah pertanyaan yang bisa membantu Anda proses transisi.

Misalnya, “Apa yang akan terjadi jika organisasi Anda menggunakan produk Anda?”, “Apakah pekerjaan Anda akan jauh lebih mudah jika terjadi hal ini?”, “Bagaimana reaksi Anda jika terjadi pada Anda?”, dan lainnya.

Dengan dijawabnya pertanyaan-pertanyaan di atas, Anda akan dapat memahami di mana posisi konsumen Anda terhadap topik yang Anda ajukan.

4. Tahap penentuan

Jika konsumen Anda dalam tahap ini, mereka siap untuk mengambil keputusan. Keberhasilan ini akan ditentukan seberapa baik Anda terhubung dengan konsumen dan seberapa baik Anda mengartikulasikan permintaan. Tugas Anda adalah memastikan kata “ya” dari mulut konsumen.

Berikut ini pertanyaan yang bisa Anda pastikan untuk mengarahkan konsumen menuju garis akhir. “Apakah Anda yakin ini bisa untuk bisnis Anda?”, “Apakah pertemuan ini sesuai kebutuhan Anda?”, “Haruskah kita bicara lebih lanjut tentang beberapa solusi yang bisa kerjakan bersama-sama?”, dan lainnya.

Tidak peduli apapun itu, pada tahap ini Anda perlu mendapatkan kata “ya” atau “tidak” dan pindah ke tahap berikutnya. “Ya” bisa untuk mengarahkan ke percakapan masa depan, demo di tempat, bertemu dengan CEO, penandatanganan kontrak, kemitraan atau merger bisnis yang telah disepakati.

Three Things that Help You Building Public Relations Strategy

Building an excellent public awareness is crucial when running a startup. Chatrine Siswoyo, a PR consultant at PRecious Communication, has assisted startups developing their public awareness for years. She claimed that there are at least three things that contribute the most in the awareness development: story, purpose, and platform. Continue reading Three Things that Help You Building Public Relations Strategy