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...
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id-itb.:798752024-01-16T13:11:54ZDESIGN, 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 Sally Saputra, Augustine Indonesia Theses Gamification, Interior design, User perceptions, Value co-creation, Technology acceptance model, Theory of planned behavior INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/79875 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. text |
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Indonesia |
description |
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.
|
format |
Theses |
author |
Sally Saputra, Augustine |
spellingShingle |
Sally Saputra, Augustine 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 |
author_facet |
Sally Saputra, Augustine |
author_sort |
Sally Saputra, Augustine |
title |
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 |
title_short |
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 |
title_full |
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 |
title_fullStr |
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 |
title_full_unstemmed |
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 |
title_sort |
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 |
url |
https://digilib.itb.ac.id/gdl/view/79875 |
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1822996572520054784 |