Analisis Penerimaan Pengguna pada Platform Game Digital Menggunakan Metode TAM (Technology Acceptance Model) - Mahendra, Arya Maulana; Anugrah, Indra Gita; Witra, Widyasari Puspa Permata (Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah, 2024)
Abstrak - Penelitian ini memiliki tujuan untuk menganalisis penerimaan user terhadap dua platform game digital populer, yaitu Steam dan Epic Games Store, menggunakan pendekatan Technology Acceptance Model (TAM). Penelitian ini mengukur variabel seperti Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using, Behavioral Intention to Use, dan Actual System Usage, serta menambahkan variabel eksternal seperti strategi promosi dan popularitas. Data dikumpulkan menggunakan metode convenience sampling melalui penyebaran kuesioner secara daring di komunitas Facebook dan Discord yang relevan, dengan total responden yang memenuhi kriteria sebagai pengguna kedua platform tersebut. Hasil analisis menunjukkan bahwa Steam memiliki tingkat penerimaan pengguna yang lebih tinggi pada hampir semua variabel, kecuali pada aspek Perceived Ease of Use, di mana Epic Games sedikit lebih unggul. Steam lebih efektif dalam strategi promosi melalui diskon musiman dan memiliki popularitas yang lebih tinggi dibandingkan Epic Games. Berdasarkan hasil ini, disarankan agar Epic Games meningkatkan variasi promosi, fitur komunitas, dan pengalaman pengguna untuk meningkatkan daya saingnya di pasar game digital. Kata kunci: Penerimaan Pengguna, Technology Acceptance Model, Steam, Epic Games Store, Platform Game Digital.Abstract - This research is aiming to analyze the user acceptance of two popular digital game platforms, Steam and Epic Games Store, using the Technology Acceptance Model (TAM) approach. The research evaluates variables such as Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using, Behavioral Intention to Use, and Actual System Usage, while adding external variables such as promotion strategies and popularity. The datas were collected using the convenience sampling method through an online questionnaire distributed in relevant Facebook and Discord communities, targeting respondents who meet the criteria as users of both platforms. The results show that Steam has a higher level of user acceptance across most variables, except for Perceived Ease of Use, where Epic Games slightly outperforms. Steam is more effective in its seasonal discount promotions and has a higher popularity compared to Epic Games. Based on the findings, it is recommended that Epic Games enhance its promotional variety, community features, and user experience to improve its competitiveness in the digital game market.Keywords:User Acceptance, Technology Acceptance Model, Steam, Epic Games Store, Digital Game Platforms.