COMMUNICATION STRATEGY CONCEPT FOR HEALTH CAMPAIGN BY USING ON-GROUND ACTIVITY AND AN AUGMENTED REALITY EXPERIENCE

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Luvia Lius
Anny Valentina
Ruby Chrissandy

Abstract

Health problems have always been a concern for everyone, but this grew even more worrying ever since when the COVID-19 pandemic hit in December 2019. During this pandemic, there has been a social phenomenon happening emerging amongst teenagers, called “Remaja Jompo;” which means elderly youth or old adolescents that easily have body ache despite their young age. This phenomenon first emerges on social media and is referred directly to teenagers who feel fatigue, soreness, back and waist pain, weakness, and dizziness. A qualitative method was conducted to understand the habit and lifestyle of teenagers much better after the peak of the pandemic season. Data were gathered by doing observation, social media listening, literature studies, and interviews. After doing research, the conclusion that can be derived is that a health campaign is needed to encourage the teenagers to have a healthier lifestyle. Therefore, a communication strategy that consists of their interests, which is technology, must be used to convince them. One such technology would be augmented reality, which can show them the visuals that match their interest in technology. On the other hand, on ground activities can also be opted to make them more eager to move by doing small things, like casually playing games at a Sports Corner while waiting for class, or leisurely spending their time trying out our augmented reality by scanning the QR code that will be scattered around the Sports Corner Area. As a result, it is hoped this plan could encourage the teenagers to be more attentive with their health, and be more willing to move on their own as it is for their own health in the future.

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References

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