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.

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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.

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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 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).

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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.

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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

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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

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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- moves-to-drive-outsex-tourism

Tat News, (2007). Thailand wins four PATA Gold Award 2017. Diakses dalam https://www.tatnews.org/2017/09/thailand-wins-four-pata-gold-awards- 2017/

Website International eSport Federation. (2012). About IesF. Diakses dalam https://www.ie-sf.org/iesf/

World Cyber Games. (2008). History of WCG. Diakses dalam https://www.wcg.com/historyList?lang=en

Website LoL Fandom. (2014). Worlds 2014. Diakses dalam https://lol.fandom.com/wiki/2014_Season_World_Championship

Website Liquipedia. (2014). 2014 World Championship. Diakses dalam https://liquipedia.net/leagueoflegends/World_Championship/2014

Website Liquipedia. (2015). 7th eSports World Championship. Diakses dalam https://liquipedia.net/starcraft2/7th_e-Sports_World_Championship Pada 20 April 2021.

Website LoL Fandom. (2015). IeSF 7TH eSports World Championship. Diakses dalam https://lol.fandom.com/wiki/IeSF_7th_e- Sports_World_Championship

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Website LoL Gamepedia. (2018). Worlds 2018. Diakses dalam https://lol.gamepedia.com/2018_Season_World_Championship pada 11 Jnuari 2018.

Website KeSPA, About KeSPA, diakses dalam http://www.e-sports.or.kr/

Website IeSF, About IeSF, Diakses dalam https://ie-sf.org/

Website The Future of LCK. (2020). The Second Chapter of LCK: A New Beginning. Diakses dalam https://thefutureoflck.com/en/index.html

Website Game Pedia. (2018). LCK 2018 Summer Playoffs. Diakses dalam https://lol.fandom.com/wiki/LCK/2018_Season/Summer_Playoffs

Website Embassy of the Republik of Korea. (2020). The “Ppali Ppali” Culture: Is The Love for Fast Pace Dying?, Diakses dalam https://overseas.mofa.go.kr/no-en/brd/m_21237/view.do?seq=103

Website Korean Law Translation center. (2016). Act On Promotion of E-Sports (Electronic Sports). Diakses dalam https://elaw.klri.re.kr/eng_mobile/viewer.do?hseq=43120&type=part&key =17

Website Korean Law Translation Center. (2012). National Sports Promotion Act. Diakses dalam https://elaw.klri.re.kr/eng_mobile/viewer.do?hseq=27208&type=part&key =16

Website Korea Law Translation Center. (2013). Criminal Act. Diakses dalam https://elaw.klri.re.kr/eng_service/lawView.do?hseq=28627&lang=ENG

Website Korean Law Translation Center. (2012). National Promotion Act. Diakses dalam https://elaw.klri.re.kr/eng_mobile/viewer.do?hseq=27208&type=part&key =16

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Website Korea Law Translation Center. (2016). Youth Protection Act. Diakses dalam https://elaw.klri.re.kr/eng_service/lawView.do?hseq=38401&lang=ENG

Website Korea Law Translation Center. (2018). Game Industry Promotion Act. Diakses dalam https://elaw.klri.re.kr/eng_service/lawView.do?hseq=38401&lang=ENG

Website Korea Law Translation Center. (2017). Copyright Act. Diakses dalam https://elaw.klri.re.kr/eng_service/lawView.do?hseq=42726&lang=ENG

Website Korea Law Translation Center. (2016). Trademark Act. Diakses dalam https://elaw.klri.re.kr/eng_service/lawView.do?hseq=38409&lang=ENG

Website Newzoo. (2018). South Korea games market 2018. Diakses dalam https://newzoo.com/insights/infographics/south-korea-games-market- 2018/

Website Liquipedia. (2011). Air Force Ace. Diakses dalam https://liquipedia.net/starcraft/Air_Force_ACE 1

Website . (2019). About T1. Diakses dalam https://t1.gg/about

Website Liquipedia. (2018). Asian Games2018 Main Event. Diakses dalam https://lol.fandom.com/wiki/2018_Asian_Games

Website FOX Sport. (2018). ESports Into Asian Games, Could The Olympics Be Next?. Diakses dalam https://www.foxsports.com/stories/other/esports-into- asian-games-could-the-olympics-be-next

Website The 19th Asian Games Hangzhou 2022. (2020). ESports Breaking Hangzhou 2022 Asian Games Event Program. Diakses dalam https://www.hangzhou2022.cn/En/presscenter/spotnews/LatestNews/2020 12/t20201217_15862.shtml

Website The 19th Asian Games Hangzhou 2022. (2020). Xiacheng District eSports Arena Officially Decide as the eSports Arena for the 19th Asian Games Hangzhou 2022. Diakses dalam

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https://www.hangzhou2022.cn/En/presscenter/spotnews/LatestNews/2021 02/t20210224_18683.shtml

Website The 19th Asian Games Hangzhou 2022. (2020). The Location of Hangzhou Asian Games eSports Arena is Decide. What’s the Different Between eSports Arena and Traditional Arena?. Diakses dalam https://www.hangzhou2022.cn/En/presscenter/spotnews/LatestNews/2021 02/t20210224_18683.shtml

Website IeSF. (2017). Global eSports Executive Summit To Be Held in Busan, Korea. Diakses dalam https://ie-sf.org/news/3637

Website Korean Creative Content Agency, KOCCA introduction, Diakses dalam https://www.kocca.kr/en/main.do

Website Korean Culture Center. (2019). About KCC. Diakses dalam http://id.korean-culture.org/id

Website The Seoul Story. K-Content Expo Indonesia. Diakses dalam https://theseoulstory.com/upcoming-event-k-content-expo-indonesia-2018/

Website Korean Foundation for International Culture Exchange. KOFICE news. Diakses dalam http://eng.kofice.or.kr/e00_aboutUs/e30_kofice_news_view.asp?seq=1894 5&page=1&tblID=gongji&bunho=183

Website Game coach Academy. About Gamecoach. Diakses dalam https://gamecoachacademy.com/eng/coach/list.php

Website Chungkang. About Chungkang. Diakses dalam https://www.ck.ac.kr/en/

Website IeSF. (2017). Global ESports Executive Summit 2017 To Be Held In Busan, Korea. Diakses dalam https://ie-sf.org/news/3637

Website IeSF. (2017). IeSF Announced The Agenda of Global ESports Executive Summit 2017. Diakses dalam https://ie-sf.org/news/3634

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Website The ESports Observer. (2017). 4 Arean Where Policy is Urgently Needed in ESports – IeSF Global Executive Summit 2017 Recap. Diakses dalam https://esportsobserver.com/iesf-global-executive-summit-2017-recap/

Website Haps Magazine Korea. (2018). Global game Exhibition G-STAR 2018 Returns. Diakses dalam https://www.hapskorea.com/global-game- exhibition-g-star-2018-returns/

Website Busan Metropolitan City. (2018). Global Game Exhibition G-STAR 2018 (Nov. 15-18). Diakses dalam https://english.busan.go.kr/bsnews01/1349784

Website Allkpop. (2018). Idol e-Sports competition program 'Game Dolympic' reveals complete lineup of participants. Diakses dalam https://www.allkpop.com/article/2018/11/idol-e-sports-competition- program-game-dolympic-reveals-complete-lineup-of-participants

Website Visit Seoul. (2019). Korea’s Computer Gaming Culture. Diakses dalam https://english.visitseoul.net/tours/Korea%E2%80%99s-Computer- Gaming-Culture_/8998

Website Fandom. (2017). Superstar SMTOWN Wikia. Diakses dalam https://superstar-smtown.fandom.com/wiki/The_Basics

Website dbpedia. (2018). About: OGN (TV Channel). Diakses dalam https://dbpedia.org/page/OGN_(TV_channel)

Website Liquipedia. (2017). AfreecaTV GSL Super Tournament. Diakses dalam https://liquipedia.net/starcraft2/2017_AfreecaTV_GSL_Super_Tournamen t_1

Website Twitch. (2018). About Twitch. Diakses dalam https://www.twitch.tv/p/en/about/

Website LoL Fandom. (2019). KeSPA Cup. Diakses dalam https://lol.fandom.com/wiki/2015_LoL_KeSPA_Cup 1

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Mozur, Paul. Website The New York Times. (2014). For South Korea ESports Is National Pastime. Diakses dalam https://www.nytimes.com/2014/10/20/technology/league-of-legends- south-korea-epicenter-esports.html

John. Website Seoulz. ESports in Korea – A Complete Breakdown of the Korean Gaming Culture. Diakses dalam https://seoulz.com/esports-in-korea-a- complete-breakdown-of-the-korean-gaming-culture/

Popova, Valentina. Website Novasia. (2018). ESports and Gaming Culture in South Korea: A “National Pastime” or Addictive Disease?. Diakses dalam http://novasiagsis.com/esports-gaming-culture-south-korea-national- pastime-addictive-disease/

Lee, Jonathan. Website Wired. (2020). Why So Many ESports Pros Come From South Korea, (2020). https://www.wired.com/story/korean-esports- gaming-class-culture/

Webb, Kevin. Website Business Insider. (2019). Game Like “League of Legends” and “Fortnite” Dominate the World of eSports, But They Won’t be Showing Up at The Olympics Anytime Soon. Diakses dalam https://www.businessinsider.com/esports-olympics-ioc-pro-video-games- 2019-12?r=US&IR=T

Jang, Dyak. Website Korea Joong Ang Daily. (2019). (Anatomy of the Korea Mind) Competitive Korea Might Want Chill a Bit to Win Better. Diakses dalam https://koreajoongangdaily.joins.com/2019/09/27/columns/Anatomy-of- the-Korean-mind-Competitive-Korea-might-want-to-chill-a-bit-to-win- better/3068417.html

Kang, Seung Woo. Korean Times. (2018). ESports venues emerging as attractions for foreign tourists. Diakses dalam http://www.koreatimes.co.kr/www/art/2019/09/141_275129.html

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Adgate, Brad. Forbes. (2020). eSports Is Filling The Programming Void, Diakses dalam https://www.forbes.com/sites/bradadgate/2020/04/21/esports-is- filling-the-programming-void/?sh=63c45f7533b6 Amalia, Ellavie Ichlasa. Hybrid. (2020). Apa sajakah sumber pendapatan dan pengeluaran tim eSports?, Diakses dalam https://hybrid.co.id/post/pendapatan-dan-pengeluaran-tim-esports Pada 6 Agustus 2021

Website Ministry of Foreign Affair Republic of Korea. (2004). Opening of the Korea – Cina Digital Network 2004. Diakses dalam https://www.mofa.go.kr/eng/brd/m_5676/view.do?seq=295921&srchFr= &%3BsrchTo=&%3BsrchWord=&%3BsrchTp=&%3B multi_itm_seq=0&%3Bitm_seq_1=0&%3Bitm_seq_2=0& %3Bcompany_cd=&%3Bcompany_nm Website K-Elec Korea technology Company. (2019). K-Culture E-sports. Diakses dalam http://kelec.co.kr/bbs/bbs/view.php?bbs_no=8&data_no=34 Japan in Motion. (14 November 2019). Japan in Motion. Diakses dalam http://www.tss-TV.co.jp/web/jim/

SUMBER LAINNYA

Akamai. (2018). Keen Fans Blaze Trail in North Asias’s Booming eSports Market.

De Gouveia, P.F. (2006). The Future of Public Diplomacy. dalam: J. Noya (ed),The Present and Future of Public Diplomacy: A European Perspective. disampaikan dalam The Madrid Conference on Public Diplomacy.

Gilispie, Clara. (2020). South Korea’s 5G Ambition. Korea Economic Institute of Amerika.

Kim, So Hyun. (2019). The Sacred Place for Gamers. KOTRA. 121

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Kim, Sung Mi. (2016). South Korea’s Middle Power Diplomacy Change and Challenges. Asian Programme.

Melissen, Jan. (2006). Public Diplomacy Between Theory and Practice, (2006), dalam J. Noya, The Present and Future of Public Diplomacy: A European Perspective, California: Rand Corporation.

Nick Dyer-Witheford, dan Greig De Peuter. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

Pérez, L. A. (2014) POP POWER: Pop Diplomacy for a Global Society. Luis Antonio Vidal Pérez. Peru: Lima.

Petersen, Kira. (2012). Four Types of Power in International Relations Coercive Power, Bargaining Power, Concerted Power , and Institutionalized Power. Working Paper for IPSA XXIInd. Lewis & Clark College.

Potter, Evan. (2006). Branding Canada: Projecting Canada’s Soft Power Through Public Diplomacy. Montreal: McGill-Queen’s University Press.

Shin, Se Don. (2019). Invest Korea Market Place, Kotra Express.

Taylor. (2012). Raising the Stakes: E-Sport and the Professionalization of Computer Gaming. Cambridge: the MIT Press.

Walter, Andrew Wyatt. (1996). Adam Smith and the Liberal Tradition in International Relations, dalam, Ian Clark dan Iver B. Neumann,(1996). Classical Theories of International Relations, (eds.). Macmillan Press.

Yamamura, P. S. (2014). Japanese Popular Culture and Contents Tourism Introduction 27:1. Japan Forum.

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