Penerimaan Teknologi Virtual Reality Untuk Virtual Tourism di Indonesia

Shafiq Khaqiqi, Lizar Alfansi

Abstract


ABSTRACT

Over the last few years, the technology of tourism has grown significantly. Technology that is still relatively new in tourism is Virtual Reality (VR). VR technology is a solution, especially during the current pandemic, where many tourist attractions are closed. The novelty of the experience offered by VR is still relatively new and its acceptance in tourism still needs to be explored further. This study aims to determine the determinants of the acceptance of VR technology for virtual tourism by examining the effect of seven independent variables on one dependent variable Behavioral Intention to Use VR in Tourism. This study uses a quantitative approach using primary data obtained through the distribution of online questionnaires with 246 respondents filling out this questionnaire. The data processing technique of this research uses the Statistical Package for Social Science (SPSS) software. The analytical method used by the researcher is multiple linear regression analysis. The results showed that all variables used in this study had a significant effect on adoption intentions. Six variables had a positive effect and one variable had a negative effect. 

 

ABSTRAK

Selama beberapa tahun terakhir, teknologi pariwisata telah berkembang secara signifikan. Teknologi yang masih tergolong baru dalam dunia pariwisata adalah Virtual Reality (VR). Teknologi Virtual Reality (VR) menjadi solusi, terutama di masa pandemi saat ini, dimana banyak tempat wisata ditutup. Kebaruan pengalaman yang ditawarkan oleh VR masih relatif baru dan penerimaannya dalam pariwisata masih perlu dieksplorasi lebih lanjut. Penelitian ini bertujuan untuk mengetahui determinan penerimaan teknologi VR untuk pariwisata virtual dengan menguji pengaruh tujuh variabel independen (Perceived Enjoyment, Perceived Immersion, Technology Anxiety, Social Influence, dan Sensation Seeking.) terhadap satu variabel dependen Behavioral Intention to Use VR in Tourism. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan data primer yang diperoleh melalui penyebaran kuesioner online dengan metode snowball sampling. 246 responden dinyatakan memenuhi syarat sebagai sample. Responden  terdiri dari masyarakat umum dengan  umur lebih dari 15 tahun yang mengetahui tentang Teknologi Virtual Reality. Teknik pengolahan data penelitian ini menggunakan software Statistical Package for Social Science (SPSS) versi 24.0. Metode analisis yang digunakan adalah regresi linier berganda. Hasil penelitian menunjukkan bahwa semua variabel yang digunakan dalam penelitian ini berpengaruh signifikan terhadap niat adopsi, dengan enam variabel berpengaruh positif dan satu variabel berpengaruh negatif.


Keywords


Technology Acceptance Model; Virtual Reality; Virtual Tourism.

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DOI: https://doi.org/10.17509/jithor.v5i1.43751

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