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Ekonomi Digital, Inovasi dan Prilaku Konsumsi

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Presentasi berjudul: "Ekonomi Digital, Inovasi dan Prilaku Konsumsi"— Transcript presentasi:

1 Ekonomi Digital, Inovasi dan Prilaku Konsumsi
Ari Kuncoro Fakultas Ekononomi dan Bisnis Universitas Indonesia Universitas Indonesia

2 PENGERTIAN & RUANG LINGKUP
INOVASI PENGERTIAN & RUANG LINGKUP 1.  2.  INOVASI: PERUBAHAN SIGNIFIKAN YANG BERDAMPAK. INOVASI: KEBERHASILAN SECARA SOSIAL DAN EKONOMI KARENA DIPERKENALKANNYA CARA BARU ATAU KOMBINASI BARU DARI CARA LAMA DALAM MENGUBAH INPUT MENJADI OUTPUT SEDEMIKIAN RUPA SEHINGGA DIHASILKAN PERUBAHAN BESAR DALAM PERBANDINGAN ANTARA NILAI MANFAAT DAN HARGA MENURUT PERSEPSI KONSUMEN DAN/ATAU PENGGUNA. (FONTANA 2009; 2011) INOVASI: IMPLEMENTASI IDE DALAM BENTUK INOVASI PRODUK, INOVASI PROSES, INOVASI PEMASARAN, DAN INOVASI ORGANISASI. (OSLO MANUAL 2005) 3.  ©Avan& Fontana, , The Prac&ce & Art of Innova&on.

3 Pendekatan Sistem  Proses Inovasi  Output Inovasi
SISTEMATIKA “MANAJEMEN INOVASI” INOVASI AKAN BERDAMPAK BILA DIDUKUNG OLER OUTPUT, PROSES, DAN INPUT YANG UNGGUL.   Input Inovasi (necessary condition)   Proses Inovasi   Output Inovasi   Outcome Inovasi ©Avan& Fontana, , The Prac&ce & Art of Innova&on.

4 CVP CPV MENURUT (Customer Value Proposi8on) (Customer Perceived Value)
ILUSTRASI DUA KONSEP DALAM MEMAKNAI INOVASI SKENARIO NILAI MANFAAT “ORGANISASI” MENURUT CVP (Customer Value Proposi8on) PERSEPSI NILAI MANFAAT MENURUT “PENGGUNA/MASYARAKAT/PEMANGKU KEPENTINGAN” CPV (Customer Perceived Value) ©Avan& Fontana, , The Prac&ce & Art of Innova&on.

5 HARGA/BIAYA/PENGORBANAN
QCIS SC:hod o1 nova1ia1 ILUSTRASI PENGERTIAN “JIWA” INOVASI Persepsi NILAI MANFAAT menurut “PENGGUNA/MASYARAKAT/ PEMANGKU KEPENTINGAN” (Customer Perceived Value) CPV HARGA/BIAYA/PENGORBANAN (Price) P PERUBAHAN STRATEGIS YANG MENCIPTAKAN NILAI Innovate

6 Value Created = (CPV+(P-­‐CoP))
QCIS SC:hod o1 nov 110 DEFINISI INOVASI ©Avan& Fontana, , The Prac&ce & Art of Innova&on. Value Created = (CPV+(P-­‐CoP)) Consumer Surplus CPV Producer Surplus P Pric e CoP Economic Cost Innovate We Can!

7 ΔVC => => => => IDEAL ΔVC ΔVC ΔVC QCIS P-­ ‐CoP
Schod o1 fnnova~ion SKENARIO STRATEGI INOVASI R E S O U R C E S P R O C E S S P-­ ‐CoP PROFIT FORMULA DIFERENSIASI ΔVC => CVP EFISIENSI P-­ ‐CoP PROFIT FORMULA ΔVC CVP => IDEAL P-­ ‐CoP PROFIT FORMULA ΔVC => CVP EKSKLUSIF P-­ ‐CoP PROFIT FORMULA ΔVC => CVP Innovate

8 Kelas menengah Indonesia

9 Bonus Demografi Indonesia: pasar untuk kreativitas
60% dalam usia produktif (15-55) 27% orang muda (16-30) Age Numbers of People Female Male Source: Indonesian Statistics Bureau, 2010

10 Share 0 Tweet 0 Share 0 1 komentar
132 Juta Pengguna Internet Indonesia, 40% Penggila Medsos Yudhianto - detikInet Rabu, 27 Sep :37 WIB Share 0 Tweet 0 Share 0 1 komentar                                                                                                                                                                                               Foto: GettyImages/Andreas Rentz

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12 Neuro Economics Behavioral & Neuro Economics • Behavioral economics: integrating social, cognitive, and emotional factors in understanding economic decisions. • Neuroeconomics: an interdisciplinary field that uses neuroscientific methods in understanding the interplay between economic behavior and neural mechanisms, offering a more integrative way of understanding decision making  combines research methods from neuroscience, experimental and behavioral economics, and cognitive and social psychology • Neuroeconomics studies decision making by using a combination of tools from various fields so as to avoid the shortcomings that arise from a single‐perspective approach. In mainstream economics, expected utility (EU) and the concept of rational agents are still being used.

13 ”Neural Predictors of Purchases" Neuron, Jan. 4, 2007
Microeconomic theory: purchases are driven by a combination of consumer preference and price. Using event‐related fMRI, the authors investigated how people weigh these factors to make purchasing decisions • Consistent with neuroimaging evidence: distinct circuits anticipate gain and loss, product preference activated the nucleus accumbens (NAcc), while excessive prices activated the insula and deactivated the mesial prefrontal cortex (MPFC) prior to the purchase decision. Activity from each of these regions independently predicted immediately subsequent purchases above and beyond self‐report variables. These findings suggest that activation of distinct neural circuits related to anticipatory affect precedes and supports consumers' purchasing decisions.

14 Sumber pertumbuhan ekonomi baru

15 TOURISM and CREATIVE ECONOMY
2. ENHANCES NATIONAL IMAGE & IDENTITY 1. SOCIAL IMPACT TOURISM NATIONAL ICON STRENGTHENS LOCAL CULTURE AND VALUES QUALITY OF LIFE , EQUITABLE DISTRIBUTION, INCREASING WELFARE AND SOCIAL TOLERANCE BUILDS SOCIAL, CULTURAL, ENVIRONMENTAL, AND ECONOMIC HARMONY, IN ORDER TO BUILD PROSPER INDONESIA ? 3. INNOVATION & CREATIVITY WHY TOURISM AND CREATIVE ECONOMY CREATION OF VALUE ADDED 4. RENEWABLE RESOURCES 6. ECONOMIC CONTRIBUTION BASED ON KNOWLEDGE, IDEAS, AND CREATIVITY AND SUSTAINABILITY MINDSET GDP, EXPORTS, EMPLOYMENT 5. BUSINESS CLIMATE CREATES BUSINESS OPPORTUNITIES AND IMPACT ON OTHER SECTORS

16 Dominance of Substance
CLASSIFICATION OF CREATIVE INDUSTRIES based on dominance of substance & resources intensity Film, Video, Photography Information Technology and Software TV and Radio Architecture Intangible Interactive Games Music Advertising Design Performing Arts Resources Intensity Research and Development Printing & Publishing Art & Antiques Market Fashion Tangible Cullinary Handicrafts Media Art and Culture Design Science & Technology Dominance of Substance 16

17 Scope of Creative Industries
Product Landscape Interior Visual Comm. Packaging Urban Architecture Building Design Industrial Graphic Clothes Photography Painting Graphic Fashion Visual Art Footwear Statue Accessories (jewellery, bags, watches,dll) Music Industry Handicrafts Media Ceramic Art Film Installation Performing Arts Interactive Games Advertising film Advertising Animation Web & mobile Music Audio Video Animation & Comic Video Fiction Non-fiction Movie Film TV Theatre Literature Dance

18 Indonesia dan Ekonomi Kreatif: komitmen politis yang tinggi 2006-2014
Visionary: kecuali Korea, jauh sebelum negara lain di sekitar kita mengaungkan ekonomi kreatif (Malaysia, Singapore, RRT) Hanya ada tiga negara ( ) dimana ekonomi kreatif dikelola di tingkat satu kementerian (Indonesia dan Inggeris, Jamaica meniru Indonesia di 2013). Penting karena terkait kebijakan dan komitmen politis. Di Korea di tingkat Kementerian tetapi di bagi dua dan juga memiliki Badan (KOCA, Korean Content Agency)

19 Case Indonesia: 99designs
Indonesia has been the main source of designers in a one of the world’s major design-task marketplace, 99designs.com. Indonesia was the biggest source of designers in 2013, and was the second in By February 2015, there are more than 129 thousands registered Indonesian designers in 99designs.com

20 In Java, the outspread of designers is the most striking
In Java, the outspread of designers is the most striking. These designers do not only come from urban and educated group but rather mostly come from rural area with no formal training in design. Some examples: In Salaman District, Magelang Regency (1 hour from Yogyakarta), the designers are spread out in 20 villages, with each village has approximately designers. In Parakan District, Temanggung Regency (Parakan District is suburb of Temanggung, one of main producers of tobacco), there are 60 designers, 4 of whom already platinum designers in 99designs.com

21 Porsi industri kreatif (termasuk jasa-jasa modern) dalam PDB Indonesia (19 persen dari perekonomian)

22 Growth of the creative industry: above GDP

23 Pertumbuhan Konsumsi Rumah Tangga
Makanan dan Minuman selain Hotel dan Restoran Pakaian, Sepatu dan Pemeliharaan Sumber: seri PDB BPS diolah

24 Pertumbuhan Konsumsi Rumah Tangga
Perlengkapan Rumah Tangga Pendidikan dan Kesehatan Sumber: seri PDB BPS diolah

25 Pertumbuhan Konsumsi Rumah Tangga
Hotel dan Restoran Transportasi dan Komunikas Sumber: seri PDB BPS diolah

26 Pergeseran konsumsi ke pengalamanan, prestise, kenyamanan, pendidikan dan kesehatan piranti dan perlengkapan rumah tangga 9.6% dari PDB hotel dan restoran dan kesehatan-Pendidikan 8.7% dari PDB Sumber: seri PDB BPS diolah

27 257.5million 56.6million 78% 85% Internet-less
Indonesia’s Total Population in 2015 source: UN 56.6million Indonesia’s Internet User in 2015 Source: ITU 78% Internet-less Source: ITU Access via Mobile Celullar 85% Source: Susenas, 2014

28 Pendapatan

29 Kelas menengah siklus belanja dan menabung
Boom komoditas menabung Krisis keuangan global Akhir boom komoditas

30 Pertumbuhan tabungan perorangan Daya beli kelas menengah (atas)

31 E-money Sadar anggaran
Siklus belanja Pergeseran antara konsumsi barang dan pengalaman (jasa) Konsumsi sekarang dan masa depan – tabungan Peluang untuk pertumbuhan industry kreatif

32 ISU STRATEGIS PENGEMBANGAN EKONOMI KREATIF 2009-2025
1 Ketersediaan SDM kreatif yang profesional dan kompetitif Pendidikan kreatif yang mendorong penciptaan orang kreatif berkualitas Kuantitas lembaga pendidikan formal dan nonformal (ketersediaan, biaya, kesesuaian, dan sebaran); Kualitas pendidikan (pengajaran, kurikulum, sarana dan prasarana, tenaga pendidik); Pengarusutamaan kreativitas; Link and match dunia pendidikan dan dunia usaha; Beasiswa (ketersediaan, kesesuaian, akses, sebaran informasi). Peningkatan kapasitas tenaga kerja kreatif Kuantitas dan kualitas (ketersediaan, kesesuaian, sebaran, dan partisipasi perempuan; peningkatan skill-knowledge-attitude, penguasaan dan akses terhadap iptek); Perlindungan ketenagakerjaan. Disamping itu pembelajaran dari mosaik demografi: Life Cycle Approach: - health dan nutrisi dari awal (stunting and future capacity), pentingnya peran komunitas/sosial – nilai, peran keluarga, mempertahankan modal budaya dan sosial (public creative space, sanggar tari, banjar dll) Pentingnya kearifan lokal Literacy, appreciation Education – dari balita s.d. tingkat tinggi No 5 Poin 1 (Pendidikan) Beasiswa dan Penelitian (dana riset untuk pendidikan)


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