The Impact of VR Exhibition Experiences on Presence, Interaction, Immersion, and Satisfaction: Focusing on the Experience Economy Theory (4Es)
Sungbok Chang,
No information about this author
Jee Hye Suh
No information about this author
Systems,
Journal Year:
2025,
Volume and Issue:
13(1), P. 55 - 55
Published: Jan. 16, 2025
This
study
systematically
analyzes
and
emphasizes
the
importance
of
VR
exhibition
experiences,
a
relatively
under-researched
area.
It
examines
effects
experiences
on
presence
interaction
influence
presence.
Additionally,
how
these
factors
impact
user
immersion
satisfaction
is
explored,
relationship
between
analyzed.
Specifically,
this
investigates
virtual
similar
to
those
in
physical
galleries,
provide
sense
reality,
leading
artwork
ultimately
resulting
satisfaction.
The
findings
reveal
that,
among
experience
factors,
entertainment,
escapism,
aesthetic
positively
(+)
affected
interaction,
while
educational
negatively
(−)
influenced
it.
Furthermore,
presence,
whereas
did
not
significantly
Interaction
both
Presence
but
affect
Finally,
suggests
that
strategies
enhance
are
crucial
designing
experiences.
They
also
an
important
foundation
for
future
research
by
analyzing
relationships
immersion,
Language: Английский
Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
Informatics,
Journal Year:
2025,
Volume and Issue:
12(1), P. 27 - 27
Published: March 3, 2025
Virtual
museums
powered
by
virtual
reality
(VR)
technology
serve
as
innovative
platforms
for
cultural
preservation
and
education,
combining
accessibility
with
immersive
user
experiences.
While
gamification
has
been
widely
explored
in
educational
entertainment
contexts,
its
impact
on
experiences
heritage
remains
underexplored.
Prior
research
focused
primarily
engagement
enjoyment
gamified
environments
but
not
sufficiently
distinguished
between
hedonic
(pleasure-driven)
eudaimonic
(meaning-driven)
or
their
learning
outcomes.
This
study
aims
to
address
this
gap
comparing
non-gamified
museum
designs
evaluate
effects
experiences,
knowledge
acquisition,
behavioral
engagement.
Using
a
quasi-experimental
approach
70
participants,
the
findings
indicate
that
significantly
enhances
including
enjoyment,
engagement,
satisfaction,
while
fostering
prolonged
interaction
deeper
exploration.
However,
outcomes
such
personal
growth
reflection
did
exhibit
statistically
significant
differences.
These
results
underscore
potential
of
VR
balance
value,
offering
insights
into
user-centered
design
strategies
systems
bridge
technology,
culture,
Language: Английский
Exploring trust and social cognition in the adoption of Metaverse-based museums
Kybernetes,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 15, 2025
Purpose
This
study
examines
the
factors
influencing
users'
intentions
to
adopt
virtual
reality
(VR)
technologies
in
museums,
emphasizing
role
of
social
cognitive
theory
(SCT)
constructs
and
trust
dimensions
(ability,
integrity
benevolence).
Design/methodology/approach
A
survey
413
university
students
from
UAE,
KSA
Kuwait
was
conducted,
partial
least
squares
structural
equation
modeling
(PLS-SEM)
applied
analyze
relationships
between
SCT
constructs,
behavioral
intention.
Findings
significantly
impact
intention
use
VR
museums.
Trust
is
a
key
mediator
whose
play
pivotal
roles
shaping
intentions.
Gender
moderates
these
relationships,
while
cultural
age
differences
have
minimal
effects.
Originality/value
advances
understanding
psychological
trust-based
driving
adoption
contexts.
It
provides
actionable
insights
for
enhancing
users’
Metaverse-based
supporting
practitioners
policymakers
leveraging
within
Metaverse.
Language: Английский