Digital Placemaking di Ruang Publik Pascatambang: Pembentukan Sense of Place pada Berangau Park Tanjung Enim
Penelitian
DOI:
https://doi.org/10.31004/jerkin.v5i1.7499Keywords:
Pembuatan Tempat Digital, Sense Of Place, Ruang Publik, Kawasan Pascatambang, Taman BerangauAbstract
Pembentukan keterikatan emosional, psikologis dan persepsi seseorang atau masyarakat terhadap suatu tempat, pada saat ini tidak hanya berdasarkan atas pengalaman berinteraksi secara fisik, namun hamper selalu berpadu dengan penggunaan teknologi digital. Kajian ini menganalisis praktik digital placemaking dalam pembentukan sense of place pada ruang publik Berangau Park Tanjung Enim, Sumatera Selatan. Berangau Park merupakan ruang terbuka hijau yang dibangun PT Bukit Asam Tbk pada kawasan bekas aktivitas pertambangan sebagai bagian dari program Tanjung Enim Kota Wisata. Penelitian menggunakan paradigma konstruktivis dengan pendekatan studi kasus Robert E. Stake untuk memahami transformasi ruang pascatambang melalui aktivitas sosial dan komunikasi digital masyarakat. Data penelitian diperoleh melalui wawancara mendalam dengan key informants, observasi, studi pustaka, dan dokumentasi perusahaan. Hasil penelitian menunjukkan bahwa transformasi Berangau Park menghasilkan perubahan identitas kawasan dari ruang industri menjadi ruang sosial masyarakat. Praktik digital placemaking berkembang melalui aktivitas olahraga, rekreasi, interaksi komunitas, serta penggunaan media sosial seperti TikTok dan Instagram dalam produksi konten digital pengunjung. Aktivitas tersebut membentuk pengalaman emosional masyarakat terhadap ruang publik dan memperkuat sense of place pada kawasan pascatambang. Selain itu, keterlibatan PTBA dalam publikasi digital dan komunikasi keberlanjutan turut memperkuat representasi identitas baru Berangau Park sebagai ruang publik masyarakat Tanjung Enim.
References
Basaraba, N. (2023). The emergence of creative and digital place-making: A scoping review across disciplines. New Media & Society, 25(6), 1470–1497. https://doi.org/10.1177/14614448211044942
Breek, P., Eshuis, J., & Hermes, J. (2022). Street-level bureaucrats: Tensions and challenges in online placemaking. Journal of Place Management and Development, 15(4), 357–373. https://doi.org/10.1108/JPMD-01-2021-0008
Caldwell, G. A., Osborne, L., Mewburn, I., & Crowther, P. (2016). InstaBooth: Exploring community engagement through interactive urban media. Queensland University of Technology.
Cameron, R. (2020). Constructing authenticity: Location-based social networks, digital placemaking, and the design of centralized urban spaces. In M. de Lange & M. de Waal (Eds.), The Hackable City (pp. xx–xx). Springer. https://doi.org/10.1007/978-3-030-06237-8_8
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
Dwi Handayani. (2026). Hasil wawancara mengenai pembangunan dan pengelolaan Berangau Park PT Bukit Asam Tbk. Tanjung Enim.
Fernandez-Osso Fuentes, M. J., Keegan, B. J., Jones, M. V., & MacIntyre, T. E. (2024). Conceptualizing digital placemaking in nature for wellbeing. Technological Forecasting and Social Change, 203, 123440. https://doi.org/10.1016/j.techfore.2024.123440
Fernandez-Osso Fuentes, M. J., Keegan, B. J., Jones, M. V., & MacIntyre, T. (2022). Digital placemaking, health & wellbeing and nature-based solutions: A systematic review and practice model. Urban Forestry & Urban Greening, 74, 127796. https://doi.org/10.1016/j.ufug.2022.127796
Firjatullah, N., & Subiyantoro, H. (2024). Strategi dalam merancang ruang publik dengan digital placemaking initiatives. Widyastana, 3(1). https://doi.org/10.33005/widyastana.v3i1.52
Fredericks, J., Hespanhol, L., & Tomitsch, M. (2016). Not just pretty lights: Using digital technologies to inform city making. In Proceedings of the 3rd Conference on Media Architecture Biennale (pp. xx–xx). ACM. https://doi.org/10.1145/2946803.2946810
Grace, M. (2024). Placemaking, nature, and the promise of digital transformation. In Digital Futures and Urban Transformation (pp. xx–xx). Emerald Publishing. https://doi.org/10.1108/978-1-83753-130-120241008
Halegoua, G., & Polson, E. (2021). Exploring digital placemaking. Convergence: The International Journal of Research into New Media Technologies, 27(3), 573–575. https://doi.org/10.1177/13548565211014828
Hemment, D., Bletcher, J., & Coulton, P. (2020). Everything Every Time (ETET): Data storytelling and urban interaction. FutureEverything.
Hespanhol, L. (2018). Meaningful interactions in public space: Designing interactive urban interventions. Queensland University of Technology.
Hunter, M. G., Soro, A., Brown, R. A., Harman, J., & Yigitcanlar, T. (2022). Augmenting community engagement in city 4.0: Considerations for digital agency in urban public space. Sustainability, 14(16), 9803. https://doi.org/10.3390/su14169803
Jang, K. M., Chen, J., Kang, Y., Kim, J., Lee, J., Duarte, F., & Ratti, C. (2024). Place identity: A generative AI’s perspective. Humanities and Social Sciences Communications, 11, 1156. https://doi.org/10.1057/s41599-024-03539-7
Kurniawaty, G., et al. (2022). Digital placemaking and its effect to the architectural development (Case study: City of Dreams, Macau). IOP Conference Series: Earth and Environmental Science, 1058, 012021. https://doi.org/10.1088/1755-1315/1058/1/012021
PT Bukit Asam Tbk. (2025). Laporan keberlanjutan PT Bukit Asam Tbk 2025. https://www.ptba.co.id
Lovendianto, J., Samodra, F. X. T. B., & Ekasiwi, S. N. N. (2023). Virtual layer: Pepper ghost illusion and digital projection to reinforce place meaning. Sinektika, 23(1). https://doi.org/10.23917/sinektika.v23i1.12836
Listati. (2026). Hasil wawancara mengenai program CSR dan pengembangan ruang publik Berangau Park PT Bukit Asam Tbk. Tanjung Enim.
Moleong, L. J. (2018). Metodologi penelitian kualitatif (38th ed.). PT Remaja Rosdakarya. ISBN: 979-514-051-5.
Oyelude, A. A. (2018). Placemaking and technology as tools for greening libraries. Library Hi Tech News, 35(10), 9–11. https://doi.org/10.1108/LHTN-09-2018-0061
Pajani, M., Safavi, A., & Shakibamanesh, A. (2025). Augmented reality and digital placemaking: Enhancing quality of life in urban public spaces. Journal of Place Management and Development. https://doi.org/10.1080/17549175.2025.2455620
Pemerintah Kabupaten Muara Enim. (2026). Publikasi kegiatan dan dokumentasi Berangau Park. Instagram. https://www.instagram.com/pemkab_muaraenim
Pradini, P. S., Hartanti, N. B., & Prabowo, H. (2024). Digital-driven public space design and creative placemaking for enhancing urban resilience and community well-being in Indonesia. In Understanding Global Digital Era Technologies and Transformations in Society (pp. 171–190). NCM Publishing House.
Reco Leka Valendri. (2026). Hasil wawancara mengenai komunikasi perusahaan dan pengembangan Berangau Park PT Bukit Asam Tbk. Tanjung Enim.
Stake, R. E. (1995). The art of case study research. SAGE Publications.
Safitri, R., Juwito, M. P., Fatona, G., Rosantika, P. M., Pratama, A. Y., & Ramadhan, E. (2026). Pendekatan place-making sebagai strategi revitalisasi kawasan ruang terbuka heritage: Studi kasus Kota Bengkulu. Variable Research Journal, 3(1), 105–120. Link https://variablejournal.my.id/index.php/VRJ/article/view/304
Saptorini, H. (2023). Placemaking: Antara fakta, makna, dan aksi. Seminar Karya & Pameran Arsitektur Indonesia, 6(1).
Shen, C., & Cheng, J. (2025). Social media power catalyzing urban tourism innovation: Applying spatial-institutional-affective framework in placemaking. Tourism Geographies. https://doi.org/10.1080/14616688.2025.2564275
Suzuki, T., Dillon, A., & Fleischmann, K. (2025). Exploring the intersection of digital placemaking and information science in smart cities. Proceedings of the Annual Conference of CAIS. https://doi.org/10.29173/cais2005
Toland, A., Wilken, R., Humphreys, L., Polson, E., & Norum, R. (2020). Digital placemaking. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2020i0.11152
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nur Budi Hariyanto, Ujang Rusdianto

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.












