Analisis Pengembangan Produk Inovasi Boardgame “Kewania”

Tejoputranto, Sigit (2024) Analisis Pengembangan Produk Inovasi Boardgame “Kewania”. Masters thesis, Institut Teknologi Sepuluh Nopember.

[thumbnail of 09211950026017_Sigit Tejoputranto_MP.pdf] Text
09211950026017_Sigit Tejoputranto_MP.pdf - Accepted Version
Restricted to Repository staff only until 1 April 2026.

Download (11MB) | Request a copy

Abstract

Boardgame (permainan papan) melibatkan kegiatan rekreasi yang dimainkan secara berkelompok, dan hal ini memungkinkan pemain untuk terlibat dalam permainan yang bersifat kompetitif, kooperatif, atau kolaboratif yang membutuhkan interaksi fisik. Meskipun pemahaman masyarakat Indonesia tentang istilah "boardgame" masih terbatas, beberapa permainan tradisional seperti Monopoli, Ular Tangga, Halma, dan Ludo sudah dikenal luas. Saat ini popularitas boardgame sedang meningkat di Indonesia, dengan banyak produsen lokal merilis produknya. Salah satunya adalah produk inovasi boardgame Kewania (BK), yang telah diperkenalkan di pertengahan 2021 dengan mekanik storytelling tentang penyelamatan saat bencana alam dan keunikan karakter hewan dengan konsep anthropomorphic. Namun, produk ini menghadapi tantangan dalam proses produksi massal dan komersialisasi. Sehingga penelitian ini bertujuan untuk mengidentifikasi proses inovasi dan pengembangan produk BK dengan menggunakan kerangka pemikiran Design Thinking (DT), menganalisis model bisnis dengan metode Business Model Canvas (BMC), dan mengidentifikasi tingkat maturitas dengan metode KTH Innovation Readiness Level (KTH-IRL), yang merepresentasikan Customer Readiness Level (CRL), Technology Readiness Level (TRL), Business Readiness Level (BRL), Intellectual Property Readiness Level (IPRL), Team Readiness Level (TmRL), dan Funding Readiness Level (FRL) dengan masing-masing memiliki 9 level dengan total indikator capaian sebanyak 180. Hasil analisis DT menunjukkan bahwa BK merupakan boardgame yang responsif terhadap kebutuhan dan harapan pengguna, dengan fokus pada meningkatkan interaksi keluarga. Hasil pengujian terhadap produk inovasi BK, memberikan pesan moral dan nilai edukatif bagi anak-anak dengan menggabungkan unsur pengetahuan tentang satwa dan dunia profesi dalam menangani bencana alam dan menyelamatkan korban. Hasil identifikasi terhadap 9 elemen kunci dalam BMC, menunjukkan BK terjebak dalam valley of death (VOD). Hasil penilaian terhadap tingkat maturitas produk inovasi BK terhadap 6 dimensi yang mewakili tingkat kesiapan CRL, BRL, TRL, IPRL, TmRL dan FRL masing-masing ada di level 6, 1, 4, 1, 4 dan 4. Model bisnis baru dikembangkan dengan mempertimbangkan hasil BMC boardgame sejenis dan indikator-indikator KTH-IRL yang belum bisa dicapai pada setiap level maturitas, sebagai rekomendasi komersialisasi BK agar berhasil melewati VOD serta menuju ke perkembangan produk secara berkelanjutan.
=================================================================================================================================
Board games involve recreational activities played in groups, and these allow players to engage in competitive, cooperative, or collaborative play that requires physical interaction. Although Indonesian society's understanding of the term "board game" is still limited, several traditional games such as Monopoly, Snakes and Ladders, Halma, and Ludo are already widely known. Currently, the popularity of board games is increasing in Indonesia, with many local manufacturers releasing their products. One of them is the Kewania (BK) board game innovation product, which was introduced in mid-2021 with a storytelling mechanic about rescue during natural disasters and unique animal characters with an anthropomorphic concept. However, this product faces challenges in mass production and commercialization processes. So this research aims to identify the process of innovation and development of BK products using the Design Thinking (DT) framework, analyzing business models using the Business Model Canvas (BMC) method, and identifying maturity levels using the KTH Innovation Readiness Level (KTH-IRL) method. which represents Customer Readiness Level (CRL), Technology Readiness Level (TRL), Business Readiness Level (BRL), Intellectual Property Readiness Level (IPRL), Team Readiness Level (TmRL), and Funding Readiness Level (FRL) with each having 9 levels with a total of 180 achievement indicators. The results of DT analysis show that BK is a board game that is responsive to user needs and expectations, with a focus on increasing family interaction. The test results on BK's innovative products provide moral messages and educational values for children by combining elements of knowledge about animals and the world of professions in dealing with natural disasters and saving victims. The results of the identification of 9 key elements in BMC show that BK is trapped in the valley of death (VOD). The results of the assessment of the maturity level of BK's innovation products against 6 dimensions representing the readiness levels of CRL, BRL, TRL, IPRL, TmRL and FRL are at levels 6, 1, 4, 1, 4 and 4 respectively. The new business model was developed by considering BMC results of similar board games and KTH-IRL indicators that have not been achieved at every maturity level, as recommendations for BK commercialization so that it can successfully pass VOD and move towards sustainable product development.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Boardgame, Design Thinking (DT), Business Model Canvas (BMC), KTH Innovation Readiness Level (KTH-IRL)
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1312 Board games.
Divisions: Interdisciplinary School of Management and Technology (SIMT) > 61101-Master of Technology Management (MMT)
Depositing User: Sigit Tejoputranto
Date Deposited: 25 Mar 2024 02:10
Last Modified: 25 Mar 2024 02:10
URI: http://repository.its.ac.id/id/eprint/107843

Actions (login required)

View Item View Item