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DAFTAR PUSTAKA BUKU Aleksius Universitas Bakrie DAFTAR PUSTAKA BUKU Aleksius, Jemadu, (2008). Politik Global dalam Teori & Praktik. Graha Ilmu. Anholt, Simon. (2007). Competitive identity: The new brand management for nations, cities and region. Palgrave Macmillan. Ardianto E dan Komala L. (2019). Komunikasi Massa: Suatu Pengantar. Bandung: Simbiosa Bakry, Umar Suryadi. (2016). Metode Penelitian Hubungan Internasional. Budiarjo, Miriam. (2008). Dasar-dasar Ilmu Politik. Jakarta: Gramedia. Crawford, Garry, Victoria K. Gosling, dan BenLight. (2011). Online gaming in context: The social and cultural significance. London, UK: Routledge. Deddy, Mulyana. (2010). Metodologi Penelitian Kualitatif. Bandung: PT. Remaja Rosdakarya. Fathoni, Abdurrahman. (2006) Metodologi Penelitian dan Teknik Penyususnan Skripsi. Jakarta: Rineka Cipta. Fuchan, Arif. (1992). Pengantar Metodologi Penelitian Kualitatif. Surabaya: Usaha Nasional. Goldstein, Joshua dan Jon C. Pevehouse. (2013). International Relations: Eight Edition. New York: Pearson Education. Hadiwinata, Bob Sugeng. (2017). Studi dan Teori Hubungan Internasional: Arus utama, Alternatif, dan Reflektivitas. Jakarta: Yayasan Pustaka Obor Indonesia. J.B., Stanley dan K. Dennis D. (2007). Teori Komunikasi Massa (terj). Jakarta: Salemba Humanika. 109 Universitas Bakrie M, Rosyidin. (2018). 20 Buku Hubungan Internasional Paling Berpengaruh. Yogyakarta: Deepublish. Mingst, Karen A. (2003). Essential of International Relations. New York: W.W Norton Company. Morgenthau, Hans J. (1948). Dimuat Dengan Judul Six Principles Of Political Realism. dalam Phil William, Donald M. Goldstein, Jay M. Shafritz, (1999). Classic Readings of International Relations (eds.). Harcourt Brace dan Company. Napier, Susan J. (2005). Anime From Akira to Howl’s Moving Castle. New York: Palgrave Macmillan. Nuruddin. (2007). Pengantar Komunikasi Massa. Jakarta: Raja Grafindo Persada. Nye, Joseph S. Jr. (2008). Public Diplomacy and Soft Power. The Annals of the American Academy of Political and Social Science, No. 616. Perwita, Anak Agung Banyu dan Yanyan Mochamad Yani. (2005). Pengantar Ilmu Hubungan Internasional. Bandung: Remaja Rosdakarya. Rekatama Media. Soerensen. (2009). Pengantar Studi Hubungan Internasional. Diterjemahkan oleh, Dadan Suryadiputra. Yogyakarta: Pustaka Pelajar. Sukmadinata, Nana Syaodih. (2009). Metode Penelitian Pendidikan. Bandung: Remaja Rosdakarya. JURNAL Amalia, Aulia .(2012). Budaya Populer Jepang Sebagai Instrumen Diplomasi Jepang dan Pengaruhnya Terhadap Komunitas- Komunitas di Indonesia. Andalas Journal of International Studies. Vol 1, No 2. Anholt, Simon. (2013). Beyond the Nation Brand: The Role of Image and Identity in International Relations. The Journal of Public Diplomacy. Vol. 2. Issue. 1, Art. 1. London: Surface Publishing. 110 Universitas Bakrie Bessie, Juita L.D. (2019). Implmentasi E-Commerce Dalam Industri Pariwisata. Journal of Management. Vol. 8. No. 1. Universitas Nusa Cendana Kupang, Indonesia. C. Rea, Stephen. (2016). Crafting Stars South Korea E-Sports and the Emergence of a Digital Gaming Culture. Education About Asia. Vol 21:2 (Fall 2016): Sports, Culture, and Asia. Chan, Stephen dan Cerwyn Moore. (2006). Theories of International Relations, Vol I. United Kingdom : SAGE Publications Ltd. Choi M, dan Choi H. (2015). Foresight for Science and Technology Priority Setting in Korea, Foresight and STI Government. VOL 9, NO 3. Fan, Yin. (2006). Branding the Nation: What is Being Branded, Journal of Vacation Marketing. Volume: 12 Issue: 1, page(s): 5-14. London: SAGE Publication. Fartiannur. (2018). Kepentingan Thailand Dalam Melakukan Socio-Humanities. A Journal of Social Sciences and Humanities. Ham, Peter Van. (2001). The Rise of the Brand State: The Postmoden Politics of Image and Reputation. Foreign Affair. Vol. 80. No. 5. Hammari , Juho dan Max Sjoblom. (2017). What is eSports and why do people watch it?, Journal of Internet Research. Vol 27, No 2. Idriasih, Gusti. (2016). Diplomasi Indonesia Melalui Kampanye Wonderful Indonesia Dalam Meningkatkan Pariwisata Indonesia di Dunia Internasional Tahun 2011-2015, JOM FISIP Vol. 3 No. 1 - Februari 2016. Iqbal, Chadijah Isfariani. (2016). Budaya Populer Pokemon Go Sebagai Soft Diplomacy Jepang. Izumi Vol. 5, No.2. Jin, Dal Yong. (2020). Histography of Korean ESports: Perspectives on Spectatorship, International Journal of Communication 14 (2020). 111 Universitas Bakrie Kane, Daniel dan Brandon D. Spradley. (2020). Recognizing ESports as a Sport. The Sport Journal, Vol.22, Issue 2. Lee, S. J. (2011). The Korean Wave: The Seoul of Asia. The Elon Journal of Undergraduate Research in Communication. Vol. 2, No. 1: 85-93. Lestari, Retno Budi dan Rini Aprilia. (2013). Membangun Nation Branding Dalam Upaya Meningkatkan Daya Saing Sektor Pariwisata Indonesia. PESAT Vol. 5, Oktober 2013. Lyman, P.N. (2006). Globalization and the Demands of Governance. Georgetown Journal of International Affairs. Winter/Spring. Premier Issue. Mitchell, Graham R. (1997). Korea’s Strategy For Leadership In Research And Developmen. U.S. Department of Commerce Office of Technology Polic. Shin, Junhyung. (2018). Serious Games and Education: Lessons from South Korea, Journal of Education & Social Policy, 2018, Vol. 5, No 4. Sohn, Dong-Won dan Martin Kenney. (2007). Universities, Clusters, and Innovation Systems: The Case of Seoul, Korea, World Developmen. Vol. 35, No. 6. Sompong dan Rampai. (2014). Knowledge Management of Thai Local Food on the Route of Northern Tourism in Thailand. International Journal of Information and Education Technology. Song, Doo Heon. (2019). Alaysis and Evaluation of Mobile Rhythm Games: Game Structure and Playability, International Journal of Electrical and Computer Engineering 9 (6): 5263. Song, Hojing. (2018). The Making of Microcelebrity: AfreecaTV and the Younger Generation in Neoliberal South Korea, Social Media +Society. October – Desember 2018: 1-10. Trisni, Sofia, Putriviola Elian Nasir, dkk. (2019). South Korea Government’s Role in Public Diplomacy: A Case Study of the Korea Wave Boom. Andalas Journal of International Studies Vol. 8, No. 1. May 2019. 112 Universitas Bakrie Wang, Jay. (2006). Public Diplomacy and Global Business. The Journal of Business Strategy, Vol, 3. No, 27. William, Uzgalis. (2016). “John Locke”, The Standford Encyclopedia of Philosophy (Spring 2016 Edition). Dalam, Zalta, Edard N. (ed.). (2016). Diakses dalam https://stanford.library.sydney.edu.au/archives/spr2016/ Yang, Woo Jin. (2015). Two Key Historical Moments of the Early 1960s: A Preliminary Reconsideration of 4.19 and 5.16. The Journal of Korea Studies, Vol. 10, No. 1 (Fall 2005), Duke University Press. HASIL PENELITIAN Adams dan Rollings. (2010). Development of the Game Addiction Iventory for Adults (GAIA). Addicion Research and Theory. Jung, Kim Sung. (2019). Trends and Outlook of Korea’s Online Gaming Market. KOCCA. Nye, Joseph S. Jr. Soft power the Means to Success in World Politics. New York: Public Affairs. Nye, Joseph. S. Jr. (2004). The Decline of America’s Soft Power. Foreign Affairs. Dalam http://www.foreignaffairs.com/articles/59888/joseph-s-nye-jr/the- decline-ofamericas-soft-power Shin, Taeyoung dan Hoagy Kim. (1994). Research Foresight Activities and Technological Development in Korea- Science and Technology Policies in National R&D Programs. Technological Forecasting And Social Change. DOKUMEN RESMI Cool Japan Strategy Promotion Council. (2015). Cool Japan Strategy Public- Private Collaboration Initiative. Tokyo: Cabinet Office, Government of Japan. National Internet Development Agency of Korea. (2006). Korean White Paper. 113 Universitas Bakrie The ESport Playbook: Asia. (2018). Maximizing Your Investment Through Understanding The Fans. Nielsen. Ministry of Strategy and Finance. (2014). The Success Story of the Cultural Industry in Korea: The Case of the Game Industry 2014. Ministry of Science and ICT. (2018). Korea 2018 Internet White Paper. Ministry of Information and Communication Republic of Korea (2006). e- KOREA VISION 2006 The Third Master Plan for Informatization Promotion (2002~2006). Manurung, Aamir F . (2012). Komersialisasi Teknologi, Kementerian Riset dan Teknologi, Republik Indonesia. Samsung. (2019). Case Study: 5G Launches in South Korea Get a Taste of the future. Report. WEBSITE ESports Earning. (2019). ESport Team Earning. Diakses dalam https://www.esportsearnings.com/teams/181-jin-air-green-wings Japan Tourism Agency. (16 Februari 2017). The Tourism Nation Promotion Basic Plan. Diakses dalam http://www.mlit.go.jp/kankocho/en/kankorikkoku/kihonkeikaku.html Kementerian Pariwisata Indonesia. (20 Maret 2019). Jumlah kunjungan Wisatawan Mancanegara Tahun 2016, 2017, 2018. Diakses dalam http://www.kemenpar.go.id/categories/statistic-wisatawan-mancanegara Kominfo. (28 Maret 2019). Digital Tourism, Strategi Untuk Menarik Wisatawan Milenial. Diakses dalam https://aptika.kominfo.go.id/2019/03/pariwisata- go-digital-transformasi-menuju-era-tourism-4-0/ Korean eSport Association. (2008). About KeSPA. Diakses dalam http://www.esports.or.kr/page_kespa2018.php?_module=kespa&_page=g reeting&ckattempt=1 114 Universitas Bakrie League of Legends. (2018). 2018 League of Legends A Season For The History Book. Diakses dalam https://nexus.leagueoflegends.com/en- us/2018/12/2018-events-by-the-numbers/ Ministry of Culture Sport and Tourism. (2019). Guide to Korean Games and Culture : White Paper on Korean Games. Diakses dalam http://www.kocca.kr/cop/main.do Strait Times. Thailand’s Tourism Ministry looking to put an end to sex tourism. Diakses dalam https://www.straitstimes.com/asia/se-asia/thai-govt-
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