USING SYSTEM DYNAMICS SIMULATION TO DEVELOP STRATEGIES TOWARDS IMMERSIVE TECHNOLOGY ADOPTION IN INDONESIA: A CASE OF PT SUWIR TBK
One of the increasingly adopted technologies globally is immersive technology. PT. SUWIR is one of the few Indonesian companies that sells immersive technology solutions to businesses with a B2B2C business model. However, the adoption of products of PT. SUWIR is not as massive as expected because...
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Format: | Theses |
Language: | Indonesia |
Subjects: | |
Online Access: | https://digilib.itb.ac.id/gdl/view/77562 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | One of the increasingly adopted technologies globally is immersive technology.
PT. SUWIR is one of the few Indonesian companies that sells immersive
technology solutions to businesses with a B2B2C business model. However, the
adoption of products of PT. SUWIR is not as massive as expected because there is
currently little understanding of the environment of technology adoption of
immersive technology in Indonesia. This research aims to look at what variables
affect the immersive technology adoption rate in Indonesia, and what strategy is
best for PT. SUWIR to maximize the adoption of their product and services in
Indonesia. The research is done by doing literature review to extract key variables
of technology adoption, identifying relationships between variables and creating
system dynamics models of the relationships, validating the model by calibrating
it with the number of users in platform services by PT. SUWIR, creating scenarios
of different strategies, simulating the scenarios and analysing the result. The
variables derived from Technology Acceptance Model (TAM) are Perceived
Usefulness and Perceived Risk, with Perceived Usefulness affected by variable
self-efficacy, quality, and ease of use. The two perceived variables are related to
the intention of a user to adopt the product. Intention to use is then related to
variables derived from the Bass diffusion model, namely Potential Adopters From
Promotional Activities and Potential Adopters from Word-of-Mouth Activities,
which will relate to the product adoption rate from Potential Adopters to
Adopters. The research result based on the scenario testing shows that the best
strategy to market the product is by focusing more on word-of-mouth activities as
it has a greater impact on product adoption rather than promotional activities.
Furthermore, the research suggests that promotional activities should focus on
increasing perceived usefulness and perceived risk of potential customers in terms
of immersive technology. Previous research done in Indonesia related to
technology adoption mainly focuses on just applying the Technology Acceptance
Model. This research contributes to filling the gap of combining Technology
Acceptance Model and Bass Diffusion Model in a System Dynamics Model in the
context of immersive technology in Indonesia. |
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