DESIGN, PLAY, PROCURE : A BUSINESS STRATEGY PROPOSAL FOR UNLEASHING GAMIFICATIONâS POTENTIAL TO RESHAPE THE INTERIOR DESIGN BUSINESS MODEL AND FACILITATE DIRECT INTERIOR FURNISHING PROCUREMENT â A CASE STUDY OF WSA CONSTRUCTION + PLANNING
The global furniture industry is undergoing rapid digitization. However, consumer readiness for adopting gamified solutions in Indonesia remains uncertain, necessitating a nuanced examination of market dynamics surrounding a pioneering gamified platform for interior design services and furnitu...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/79875 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The global furniture industry is undergoing rapid digitization. However, consumer
readiness for adopting gamified solutions in Indonesia remains uncertain, necessitating
a nuanced examination of market dynamics surrounding a pioneering gamified
platform for interior design services and furniture procurement. A mixed methods
research design holistically probed user perceptions, technology acceptance predictors
and multi-dimensional adoption barriers and enablers. Semi-structured interviews
uncovered consumer attitudes while surveys enabled statistical modelling of
acceptance variables. Additionally, technology readiness levels were quantitatively
gauged across introduction stages. Findings revealed strong receptivity towards
enhanced creative participation, pragmatic visualization and inspirational aids among
digitally immersed groups. Statistical analysis affirmed usefulness and enjoyment as
adoption drivers, countered by physical product examination needs. Interestingly, easeof-use exhibited unintended negative relationships, indicating excessive simplicity
may deter certain users. Meanwhile, age showed divergent effects on usage
perceptions, highlighting transition strategy import. Overall, the research furnished
granular qualitative perspectives explained through multivariate quantitative
assessments regarding gamification's appeal, contingent on judicious deployment
catering variable needs.
|
---|